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  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 47 float3 eye : EYE;
58 result.eye = -view;
70 float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power);
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 47 float3 eye : EYE;
58 result.eye = -view;
70 float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power);
  /external/chromium_org/third_party/mesa/src/src/mesa/tnl/
t_vb_texgen.c 102 const GLvector4f *eye )
104 GLuint stride = eye->stride;
105 GLfloat *coord = (GLfloat *)eye->start;
106 GLuint count = eye->count;
129 const GLvector4f *eye )
131 GLuint stride = eye->stride;
132 GLfloat *coord = eye->start;
133 GLuint count = eye->count;
159 const GLvector4f *eye );
178 const GLvector4f *eye )
344 const GLvector4f *eye = VB->EyePtr; local
    [all...]
t_rasterpos.c 253 * \param vEye eye-space vertex coordinate
377 GLfloat eye[4], clip[4], ndc[3], d; local
381 /* apply modelview matrix: eye = MV * obj */
382 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj );
383 /* apply projection matrix: clip = Proj * eye */
384 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
432 SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] )
    [all...]
t_vb_vertex.c 43 GLvector4f eye; member in struct:vertex_stage_data
156 VB->EyePtr = TransformRaw( &store->eye,
244 _mesa_vector4f_alloc( &store->eye, 0, size, 32 );
251 !store->eye.data ||
264 _mesa_vector4f_free( &store->eye );
  /external/mesa3d/src/mesa/tnl/
t_vb_texgen.c 102 const GLvector4f *eye )
104 GLuint stride = eye->stride;
105 GLfloat *coord = (GLfloat *)eye->start;
106 GLuint count = eye->count;
129 const GLvector4f *eye )
131 GLuint stride = eye->stride;
132 GLfloat *coord = eye->start;
133 GLuint count = eye->count;
159 const GLvector4f *eye );
178 const GLvector4f *eye )
344 const GLvector4f *eye = VB->EyePtr; local
    [all...]
t_rasterpos.c 253 * \param vEye eye-space vertex coordinate
377 GLfloat eye[4], clip[4], ndc[3], d; local
381 /* apply modelview matrix: eye = MV * obj */
382 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj );
383 /* apply projection matrix: clip = Proj * eye */
384 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
432 SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] )
    [all...]
t_vb_vertex.c 43 GLvector4f eye; member in struct:vertex_stage_data
156 VB->EyePtr = TransformRaw( &store->eye,
244 _mesa_vector4f_alloc( &store->eye, 0, size, 32 );
251 !store->eye.data ||
264 _mesa_vector4f_free( &store->eye );
  /external/clang/test/SemaCXX/
init-priority-attr.cpp 10 int eye( void ) { return i; }; function in class:Two
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.cpp 180 D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time));
183 D3DXMatrixLookAtLH(&view, &eye, &at, &up);
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.cpp 180 D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time));
183 D3DXMatrixLookAtLH(&view, &eye, &at, &up);
  /frameworks/native/include/ui/
mat4.h 139 static tmat44 lookAt(const tvec3<A>& eye, const tvec3<B>& center, const tvec3<C>& up);
263 tmat44<T> tmat44<T>::lookAt(const tvec3<A>& eye, const tvec3<B>& center, const tvec3<C>& up) {
264 tvec3<T> L(normalize(center - eye));
271 tvec4<T>(-eye, 1));
  /frameworks/native/opengl/libagl/
primitives.cpp 136 v->fog = c->fog.fog(c, v->eye.z);
147 v->fog = c->fog.fog(c, v->eye.z);
154 v->fog = c->fog.fog(c, v->eye.z);
474 v->fog = c->fog.fog(c, v->eye.z);
882 // User clip-planes first, the clipping is always done in eye-coordinate
885 // and the fact that we need to compute the eye-coordinates of each
902 GLfixed sd = dot4(equation.v, s->eye.v);
906 const GLfixed pd = dot4(equation.v, p->eye.v);
    [all...]
vertex.cpp 112 // compute eye coordinates
114 &c->transforms.modelview.transform, &v->eye, &v->obj);
115 v->flags |= vertex_t::EYE;
124 GLfixed d = dot4(c->clipPlanes.plane[i].equation.v, v->eye.v);
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/radeon/
radeon_state_init.c 546 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 1 );
624 rmesa->hw.eye.cmd[EYE_CMD_0] =
651 rmesa->hw.eye.emit = vec_emit;
    [all...]
radeon_context.h 282 /* EYE
323 struct radeon_state_atom eye; /* eye pos */ member in struct:r100_hw_state
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_state_init.c 546 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 1 );
624 rmesa->hw.eye.cmd[EYE_CMD_0] =
651 rmesa->hw.eye.emit = vec_emit;
    [all...]
radeon_context.h 282 /* EYE
323 struct radeon_state_atom eye; /* eye pos */ member in struct:r100_hw_state
  /external/chromium-trace/trace-viewer/third_party/gl-matrix/spec/gl-matrix/
mat4-spec.js 546 var eye = [0, 0, 1];
550 beforeEach(function() { result = mat4.lookAt(out, eye, center, up); });
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/r200/
r200_state_init.c 713 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 0 );
    [all...]
r200_context.h 428 /* EYE
507 struct radeon_state_atom eye; /* eye pos */ member in struct:r200_hw_state
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state_init.c 713 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 0 );
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
ffvertex_prog.c 778 struct ureg eye = get_eye_position(p); local
780 emit_normalize_vec3(p, p->eye_position_normalized, eye);
806 /* Transform to eye space:
819 /* This is already adjusted for eye/non-eye rendering:
1030 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1456 struct ureg eye = get_eye_position(p); local
1529 struct ureg eye = get_eye_position_z(p); local
    [all...]
  /external/mesa3d/src/mesa/main/
ffvertex_prog.c 778 struct ureg eye = get_eye_position(p); local
780 emit_normalize_vec3(p, p->eye_position_normalized, eye);
806 /* Transform to eye space:
819 /* This is already adjusted for eye/non-eye rendering:
1030 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1456 struct ureg eye = get_eye_position(p); local
1529 struct ureg eye = get_eye_position_z(p); local
    [all...]
  /external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/
mat4.js 806 * Generates a look-at matrix with the given eye position, focal point, and up axis
809 * @param {vec3} eye Position of the viewer
814 mat4.lookAt = function (out, eye, center, up) {
816 eyex = eye[0],
817 eyey = eye[1],
818 eyez = eye[2],

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