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  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl 8 vec4 worldPos = UNI_model * objPos;
9 gl_Position = UNI_proj * worldPos;
14 varWorldPos = worldPos.xyz;
shadercubev.glsl 5 vec4 worldPos = UNI_model * ATTRIB_position;
6 gl_Position = UNI_proj * worldPos;
shaderv.glsl 9 vec4 worldPos = UNI_model * ATTRIB_position;
10 gl_Position = UNI_proj * worldPos;
14 vec3 V = normalize(-worldPos.xyz);
16 vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
22 vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
shaderarrayv.glsl 9 vec4 worldPos = UNI_model[0] * ATTRIB_position;
10 worldPos = UNI_model[1] * worldPos;
11 gl_Position = UNI_proj * worldPos;
16 vec3 V = normalize(-worldPos.xyz);
18 vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz);
24 vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz);
shader2movev.glsl 12 vec4 worldPos = UNI_model * objPos;
13 gl_Position = UNI_proj * worldPos;
18 varWorldPos = worldPos.xyz;
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl 8 vec4 worldPos = UNI_model * objPos;
9 gl_Position = UNI_proj * worldPos;
14 varWorldPos = worldPos.xyz;
shaderv.glsl 9 vec4 worldPos = UNI_model * ATTRIB_position;
10 gl_Position = UNI_proj * worldPos;
14 vec3 V = normalize(-worldPos.xyz);
16 vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
22 vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
shader2movev.glsl 12 vec4 worldPos = UNI_model * objPos;
13 gl_Position = UNI_proj * worldPos;
18 varWorldPos = worldPos.xyz;
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 13 vec4 worldPos = UNI_model * objPos;
14 gl_Position = UNI_viewProj * worldPos;
19 varWorldPos = worldPos.xyz;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PostShadowPSSM.vert 29 vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
33 projCoord0 = biasMat * m_LightViewProjectionMatrix0 * worldPos;
34 projCoord1 = biasMat * m_LightViewProjectionMatrix1 * worldPos;
35 projCoord2 = biasMat * m_LightViewProjectionMatrix2 * worldPos;
36 projCoord3 = biasMat * m_LightViewProjectionMatrix3 * worldPos;
PostShadow.vert 18 vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
21 //projCoord = biasMat * (m_LightViewProjectionMatrix * worldPos);
22 vec4 coord = m_LightViewProjectionMatrix * worldPos;
25 //projCoord = (m_LightViewProjectionMatrix * worldPos);
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
Particle.vert 33 vec4 worldPos = g_WorldMatrix * pos;
34 float d = distance(g_CameraPosition.xyz, worldPos.xyz);
SoftParticle.vert 44 vec4 worldPos = g_WorldMatrix * pos;
45 float d = distance(g_CameraPosition.xyz, worldPos.xyz);
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Lighting.glsllib 19 void Lighting_Direction(vec3 worldPos, vec4 color, vec4 position, out vec4 lightDir){
21 vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
Bone.java 85 private Vector3f worldPos = new Vector3f();
206 return worldPos;
337 parent.worldRot.mult(localPos, worldPos);
338 worldPos.multLocal(parent.worldScale);
339 worldPos.addLocal(parent.worldPos);
342 worldPos.set(localPos);
347 attachNode.setLocalTranslation(worldPos);
379 worldBindInversePos.set(worldPos);
427 Vector3f translate = worldPos.add(rotate.mult(scale.mult(worldBindInversePos, tmp2), tmp2), tmp2)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.hlsl 94 // float3 worldpos : WORLDPOS;
152 float3 worldpos = mul(model, float4(result.objpos, 1.0f));
153 result.position = mul(view_proj, float4(worldpos, 1.0f));
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Lighting.vert 72 vec3 worldPos = (g_WorldMatrix * vec4(inPosition,1.0)).xyz;
74 vec3 I = normalize( g_CameraPosition - worldPos ).xyz;
83 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){
85 vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
Deferred.frag 95 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){
99 lightDir.xyz = position.xyz - worldPos.xyz;
107 vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.hlsl 94 // float3 worldpos : WORLDPOS;
152 float3 worldpos = mul(model, float4(result.objpos, 1.0f));
153 result.position = mul(view_proj, float4(worldpos, 1.0f));
  /external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
TerrainLighting.vert 38 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){
40 vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
SceneManager.java 322 " vec4 worldPos = UNI_model * objPos;\n" +
323 " gl_Position = UNI_viewProj * worldPos;\n" +
326 " varWorldPos = worldPos.xyz;\n" +
  /external/jmonkeyengine/engine/src/core/com/jme3/renderer/
Camera.java     [all...]

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