/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;
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shadercubev.glsl | 5 vec4 worldPos = UNI_model * ATTRIB_position; 6 gl_Position = UNI_proj * worldPos;
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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);
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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);
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shader2movev.glsl | 12 vec4 worldPos = UNI_model * objPos; 13 gl_Position = UNI_proj * worldPos; 18 varWorldPos = worldPos.xyz;
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/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;
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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);
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shader2movev.glsl | 12 vec4 worldPos = UNI_model * objPos; 13 gl_Position = UNI_proj * worldPos; 18 varWorldPos = worldPos.xyz;
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/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;
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/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;
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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);
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/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);
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SoftParticle.vert | 44 vec4 worldPos = g_WorldMatrix * pos;
45 float d = distance(g_CameraPosition.xyz, worldPos.xyz);
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/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);
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/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));
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/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);
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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);
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/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));
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/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);
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/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" +
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Camera.java | [all...] |