/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
noise3.ir | 39 (parameters (declare (in) vec2 p)) 47 (assign (x) (var_ref b) (expression float noise (expression vec2 + (var_ref p) (constant vec2 (601.0 313.0))))) 48 (assign (x) (var_ref c) (expression float noise (expression vec2 + (var_ref p) (constant vec2 (1559.0 113.0)))))
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noise4.ir | 51 (parameters (declare (in) vec2 p)) 59 (declare () vec2 _p) 60 (assign (xy) (var_ref _p) (expression vec2 + (var_ref p) (constant vec2 (1559.0 113.0))) ) 63 (assign (x) (var_ref _y) (expression float noise(expression vec2 + (var_ref p) (constant vec2 (601.0 313.0))))) 65 (assign (x) (var_ref _w) (expression float noise(expression vec2 + (var_ref _p) (constant vec2 (601.0 313.0)))))
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length.ir | 9 (declare (in) vec2 arg0))
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/external/mesa3d/src/glsl/builtins/ir/ |
noise3.ir | 39 (parameters (declare (in) vec2 p)) 47 (assign (x) (var_ref b) (expression float noise (expression vec2 + (var_ref p) (constant vec2 (601.0 313.0))))) 48 (assign (x) (var_ref c) (expression float noise (expression vec2 + (var_ref p) (constant vec2 (1559.0 113.0)))))
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noise4.ir | 51 (parameters (declare (in) vec2 p)) 59 (declare () vec2 _p) 60 (assign (xy) (var_ref _p) (expression vec2 + (var_ref p) (constant vec2 (1559.0 113.0))) ) 63 (assign (x) (var_ref _y) (expression float noise(expression vec2 + (var_ref p) (constant vec2 (601.0 313.0))))) 65 (assign (x) (var_ref _w) (expression float noise(expression vec2 + (var_ref _p) (constant vec2 (601.0 313.0)))))
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/external/jmonkeyengine/engine/src/bullet-native/ |
com_jme3_bullet_collision_shapes_SimplexCollisionShape.cpp | 67 btVector3 vec2 = btVector3(); local 68 jmeBulletUtil::convert(env, vector2, &vec2); 69 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2); 82 btVector3 vec2 = btVector3(); local 83 jmeBulletUtil::convert(env, vector2, &vec2); 86 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3); 99 btVector3 vec2 = btVector3(); local 100 jmeBulletUtil::convert(env, vector2, &vec2); 105 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3, vec4);
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/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
SobelFilter.java | 35 + "uniform vec2 pix;\n" 36 + "varying vec2 v_texcoord;\n" 38 + " vec4 a1 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, -pix.y));\n" 39 + " vec4 a2 = -2.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, 0.0));\n" 40 + " vec4 a3 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, +pix.y));\n" 41 + " vec4 b1 = +1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, -pix.y));\n" 42 + " vec4 b2 = +2.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, 0.0));\n" 43 + " vec4 b3 = +1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, +pix.y));\n" 50 + "uniform vec2 pix;\n" 51 + "varying vec2 v_texcoord;\n [all...] |
/external/chromium_org/content/browser/renderer_host/ |
compositing_iosurface_shader_programs_mac.cc | 38 varying vec2 texture_coord; 48 varying vec2 texture_coord; 105 varying vec2 texture_coord0; 106 varying vec2 texture_coord1; 107 varying vec2 texture_coord2; 108 varying vec2 texture_coord3; 112 vec2 texcoord_base = gl_MultiTexCoord0.xy; 113 vec2 one_texel_x = vec2(texel_scale_x_, 0.0); 128 varying vec2 texture_coord0 [all...] |
/cts/apps/CtsVerifier/lib/colorchecker/ |
vec2.cpp | 18 #define LOG_TAG "Vec2" 22 #include "vec2.h"
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/cts/suite/pts/deviceTests/opengl/assets/vertex/ |
basic | 16 attribute vec2 a_TexCoordinate; 17 varying vec2 v_TexCoordinate;
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blur | 16 attribute vec2 a_TexCoordinate; 17 varying vec2 v_TexCoordinate;
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water | 18 attribute vec2 a_TexCoordinate; 20 varying vec2 v_TexCoordinate;
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
110.vert | 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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ARB_shader_texture_lod.frag | 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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/external/eigen/test/ |
sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 53 VERIFY_IS_APPROX(refMat2.template triangularView<Lower>().solve(vec2), 58 VERIFY_IS_APPROX(refMat2.template triangularView<Upper>().solve(vec2), 60 VERIFY_IS_APPROX(refMat2.conjugate().template triangularView<Upper>().solve(vec2), 66 VERIFY_IS_APPROX(refMat2.conjugate().template triangularView<Upper>().solve(vec2), 72 VERIFY_IS_APPROX(refMat2.transpose().template triangularView<Upper>().solve(vec2), 77 VERIFY_IS_APPROX(refMat2.transpose().template triangularView<Lower>().solve(vec2), 99 VERIFY_IS_APPROX(refMat2.template triangularView<Lower>().solve(vec2),
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
PostShadow.vert | 27 //projCoord.xy = projCoord.xy * vec2(0.5, -0.5) + vec2(0.5);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
simple_water.frag | 18 uniform vec2 m_FrustumNearFar; 54 vec4 readDepth(vec2 uv){ 65 vec4 disdis = texture2D(m_water_dudvmap, vec2(waterTex2 * m_texScale)); 66 vec4 fdist = texture2D(m_water_dudvmap, vec2(waterTex1 + disdis*m_distortionMix)); 71 vec4 nmap = texture2D(m_water_normalmap, vec2(waterTex1 + disdis*m_distortionMix)); 82 vec4 refl = texture2D(m_water_reflection, vec2(projCoord.x,1.0-projCoord.y)); 83 vec4 refr = texture2D(m_water_refraction, vec2(projCoord)); 84 vec4 wdepth =readDepth(vec2(projCoord));
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/external/mesa3d/src/glsl/builtins/profiles/ |
110.vert | 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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ARB_shader_texture_lod.frag | 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
paintf.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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plastic_lights.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/ |
gl-matrix-manifest.js | 3 //= require 'gl-matrix/vec2.js'
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
GammaCorrection15.frag | 4 in vec2 texCoord;
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