/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],
|