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  /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);
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);
  /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));
water 19 varying vec3 v_Position;
23 v_Position = vec3(u_MVMatrix * a_Position);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 6 varying vec3 varWorldPos;
7 varying vec3 varWorldNormal;
17 vec3 worldNorm = model3 * ATTRIB_normal;
  /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
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  /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);
  /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)
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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);
  /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); })
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  /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;
  /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));
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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));
  /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) {{
  /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
  /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;
  /external/clang/test/Sema/
ext_vector_components.c 12 float3 vec3; local
25 vec3 = vec4.xyz; // legal, shorten
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}}
  /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))
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  /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);
  /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));
  /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;
  /cts/apps/CtsVerifier/lib/colorchecker/
Android.mk 28 vec3.cpp \
  /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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