/cts/suite/cts/deviceTests/opengl/assets/fragment/ |
perspective | 15 uniform vec3 u_LightPos; 17 varying vec3 v_Position; 18 varying vec3 v_Normal; 22 vec3 lightVector = normalize(u_LightPos - v_Position);
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water | 15 uniform vec3 u_LightPos; 19 varying vec3 v_Position; 25 vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 26 vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0; 27 vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight))); 29 vec3 lightVector = normalize(u_LightPos - v_Position);
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/cts/suite/cts/deviceTests/opengl/assets/vertex/ |
perspective | 18 attribute vec3 a_Normal; 20 varying vec3 v_Position; 21 varying vec3 v_Normal; 25 v_Position = vec3(u_MVMatrix * a_Position); 29 v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
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water | 19 varying vec3 v_Position; 23 v_Position = vec3(u_MVMatrix * a_Position);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
shader2v.glsl | 6 varying vec3 varWorldPos; 7 varying vec3 varWorldNormal; 17 vec3 worldNorm = model3 * ATTRIB_normal;
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/ |
vec3.js | 25 * @name vec3 27 var vec3 = {}; 30 * Creates a new, empty vec3 32 * @returns {vec3} a new 3D vector 34 vec3.create = function() { 43 * Creates a new vec3 initialized with values from an existing vector 45 * @param {vec3} a vector to clone 46 * @returns {vec3} a new 3D vector 48 vec3.clone = function(a) { 57 * Creates a new vec3 initialized with the given value [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 P, float dPdx, float dPdy) [all...] |
ARB_shader_texture_lod.frag | 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); 15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
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/external/mesa3d/src/glsl/builtins/profiles/ |
ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 P, float dPdx, float dPdy) [all...] |
ARB_shader_texture_lod.frag | 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); 15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/spec/gl-matrix/ |
vec3-spec.js | 23 describe("vec3", function() { 29 beforeEach(function() { result = vec3.create(); }); 34 beforeEach(function() { result = vec3.clone(vecA); }); 39 beforeEach(function() { result = vec3.fromValues(1, 2, 3); }); 44 beforeEach(function() { result = vec3.copy(out, vecA); }); 50 beforeEach(function() { result = vec3.set(out, 1, 2, 3); }); 57 beforeEach(function() { result = vec3.add(out, vecA, vecB); }); 66 beforeEach(function() { result = vec3.add(vecA, vecA, vecB); }); 74 beforeEach(function() { result = vec3.add(vecB, vecA, vecB); }); 83 it("should have an alias called 'sub'", function() { expect(vec3.sub).toEqual(vec3.subtract); }) [all...] |
/frameworks/native/services/surfaceflinger/ |
Transform.h | 26 #include <ui/vec3.h> 68 const vec3& operator [] (size_t i) const; // returns column i 92 vec3 v[3]; 93 inline const vec3& operator [] (int i) const { return v[i]; } 94 inline vec3& operator [] (int i) { return v[i]; } 101 vec3 transform(const vec3& v) const;
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/external/eigen/test/ |
geo_orthomethods.cpp | 45 Vector3 vec3 = Vector3::Random(); local 48 mcross = mat3.colwise().cross(vec3); 49 VERIFY_IS_APPROX(mcross.col(i), mat3.col(i).cross(vec3)); 50 mcross = mat3.rowwise().cross(vec3); 51 VERIFY_IS_APPROX(mcross.row(i), mat3.row(i).cross(vec3)); 92 Vector3 vec3 = Vector3::Random(); local 97 mcross3N = mat3N.colwise().cross(vec3); 98 VERIFY_IS_APPROX(mcross3N.col(i), mat3N.col(i).cross(vec3)); 102 mcrossN3 = matN3.rowwise().cross(vec3); 103 VERIFY_IS_APPROX(mcrossN3.row(i), matN3.row(i).cross(vec3)); [all...] |
sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 54 m2.template triangularView<Lower>().solve(vec3)); 59 m2.template triangularView<Upper>().solve(vec3)); 61 m2.conjugate().template triangularView<Upper>().solve(vec3)); 67 mm2.conjugate().template triangularView<Upper>().solve(vec3)); 73 m2.transpose().template triangularView<Upper>().solve(vec3)); 78 m2.transpose().template triangularView<Lower>().solve(vec3)); 100 m2.template triangularView<Lower>().solve(vec3));
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/external/clang/test/CodeGen/ |
init.c | 34 typedef union vec3 { union 37 } vec3; typedef in typeref:union:vec3 38 vec3 f5(vec3 value) { 39 return (vec3) {{
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/frameworks/native/services/surfaceflinger/Effects/ |
Daltonizer.cpp | 81 const vec3& lms_r(rgb2lms[0].rgb); 83 const vec3& lms_b(rgb2lms[2].rgb); 85 const vec3 lms_w((rgb2lms * vec4(1)).rgb); 90 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia 91 const vec3 p1 = cross(lms_w, lms_r); // tritanopia
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/external/chromium_org/third_party/angle/samples/angle/simple_texture_cubemap/ |
SimpleTextureCubemap.cpp | 35 attribute vec3 a_normal; 36 varying vec3 v_normal; 47 varying vec3 v_normal;
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/external/clang/test/Sema/ |
ext_vector_components.c | 12 float3 vec3; local 25 vec3 = vec4.xyz; // legal, shorten
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ext_vector_casts.c | 15 float3 vec3; local 23 vec3 += vec2; // expected-error {{can't convert between vector values of different size}} 24 vec4 += vec3; // expected-error {{can't convert between vector values of different size}}
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/frameworks/native/libs/ui/tests/ |
vec_test.cpp | 34 vec3& v3(v4.xyz); 37 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); 73 vec4 v5(vec3(v2.xy, 42), 24); 106 v0.xyz = vec3(1,2,3); 239 vec3 east(1, 0, 0); 240 vec3 north(0, 1, 0); 241 vec3 up( cross(east, north) ); 242 EXPECT_EQ(up, vec3(0,0,1)); 247 vec3 v0(1,2,3); 248 vec3 vn(normalize(v0)) [all...] |
/external/chromium_org/gpu/command_buffer/tests/ |
gl_program_unittest.cc | 33 attribute vec3 a_normal; 46 varying vec3 v_normal; 57 varying mediump vec3 v_normal; 61 gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1);
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/external/eigen/test/eigen2/ |
eigen2_sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 54 m2.template marked<LowerTriangular>().solveTriangular(vec3)); 59 m2.template marked<LowerTriangular>().transpose().solveTriangular(vec3)); 64 m2.template marked<UpperTriangular>().solveTriangular(vec3)); 69 m2.template marked<UpperTriangular>().transpose().solveTriangular(vec3));
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/external/chromium_org/third_party/angle/samples/angle/particle_system/ |
ParticleSystem.cpp | 39 uniform vec3 u_centerPosition; 41 attribute vec3 a_startPosition; 42 attribute vec3 a_endPosition;
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/cts/apps/CtsVerifier/lib/colorchecker/ |
Android.mk | 28 vec3.cpp \
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/external/chromium_org/third_party/angle/samples/angle/simple_instancing/ |
SimpleInstancing.cpp | 51 attribute vec3 a_position; 53 attribute vec3 a_instancePos;
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