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  /external/opencv3/samples/cpp/
watershed.cpp 105 int b = theRNG().uniform(0, 255);
106 int g = theRNG().uniform(0, 255);
107 int r = theRNG().uniform(0, 255);
  /external/skia/src/gpu/gl/
GrGLUniformHandler.cpp 35 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB
36 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then
38 // uniform view matrix, they should upload the view matrix in their setData along with regular
  /external/skia/src/gpu/glsl/
GrGLSLProgramBuilder.h 54 // Used to add a uniform in the vertex shader for transforming into normalized device space.
58 // Used to add a uniform for the RenderTarget height (used for frag position) without mangling
59 // the name of the uniform inside of a stage.
  /external/webrtc/webrtc/modules/video_coding/codecs/test/
packet_manipulator.h 27 // Drops packets similar to uniform but when a packet is being dropped,
53 // uniform or burst. This setting has no effect unless
55 // Default: uniform.
  /frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/
DuotoneFilter.java 45 "uniform sampler2D tex_sampler_0;\n" +
46 "uniform vec3 first;\n" +
47 "uniform vec3 second;\n" +
FillLightFilter.java 44 "uniform sampler2D tex_sampler_0;\n" +
45 "uniform float mult;\n" +
46 "uniform float igamma;\n" +
TintFilter.java 42 "uniform sampler2D tex_sampler_0;\n" +
43 "uniform vec3 tint;\n" +
44 "uniform vec3 color_ratio;\n" +
  /developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 181 "uniform mat4 uMvpMatrix;\n" +
190 "uniform vec4 uColor;\n" +
198 /** Handle for uMvpMatrix uniform in vertex shader. */
204 /** Handle for uColor uniform in fragment shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader.
245 // Get a handle to fragment shader's uColor uniform.
  /developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 181 "uniform mat4 uMvpMatrix;\n" +
190 "uniform vec4 uColor;\n" +
198 /** Handle for uMvpMatrix uniform in vertex shader. */
204 /** Handle for uColor uniform in fragment shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader.
245 // Get a handle to fragment shader's uColor uniform.
  /development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/
Gles2ColoredTriangleList.java 181 "uniform mat4 uMvpMatrix;\n" +
190 "uniform vec4 uColor;\n" +
198 /** Handle for uMvpMatrix uniform in vertex shader. */
204 /** Handle for uColor uniform in fragment shader. */
233 // Get a handle to the uMvpMatrix uniform in the vertex shader.
245 // Get a handle to fragment shader's uColor uniform.
  /external/autotest/client/deps/glbench/src/
windowmanagercompositingtest.cc 124 "uniform sampler2D texture_sampler;"
166 "uniform sampler2D texture_sampler_0;"
167 "uniform sampler2D texture_sampler_1;"
224 "uniform sampler2D texture_sampler_0;"
225 "uniform sampler2D texture_sampler_1;"
226 "uniform sampler2D texture_sampler_2;"
  /external/apache-commons-math/src/main/java/org/apache/commons/math/random/
UniformRandomGenerator.java 23 * This class implements a normalized uniform random generator.
25 * from a uniform distribution with mean equal to 0 and standard
  /external/autotest/client/site_tests/graphics_PiglitBVT/test_scripts/other/
graphics_PiglitBVT_14.sh     [all...]
  /external/deqp/doc/testspecs/GLES2/
functional.shaders.discard.txt 27 + Conditional discard based on uniform value
33 + Discard inside uniform for loop
  /external/deqp/framework/referencerenderer/
design.txt 44 + uniform ptr
89 + uniform ptr
  /external/deqp/modules/gles31/functional/
es31fUniformBlockTests.cpp 21 * \brief Uniform block tests.
66 block.addUniform(Uniform("var", type, 0));
104 block.addUniform(Uniform("u", VarType(glu::TYPE_INT, PRECISION_MEDIUM)));
105 block.addUniform(Uniform("s", VarType(VarType(VarType(&typeS), 3), 2)));
106 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_MEDIUM)));
124 : TestCaseGroup(context, "ubo", "Uniform Block tests")
260 tcu::TestCaseGroup* structArrayArrayGroup = new tcu::TestCaseGroup(m_testCtx, "2_level_struct_array", "Struct array in one uniform block");
301 tcu::TestCaseGroup* randomGroup = new tcu::TestCaseGroup(m_testCtx, "random", "Random Uniform Block cases");
es31fUniformLocationTests.cpp 21 * \brief Explicit uniform location tests
192 // A (hopefully) unique value for a uniform. For multi-component types creates only one value. Values are in the range [0,1] for floats, [-128, 127] for ints, [0,255] for uints and 0/1 for booleans. Samplers are treated according to the types they return.
319 vertDecl << "uniform " << (layoutInVert ? layout : "") << glu::declare(uniformInfo.type, uniName) << ";\n";
322 fragDecl << "uniform " << (layoutInFrag ? layout : "") << glu::declare(uniformInfo.type, uniName) << ";\n";
403 log << TestLog::Message << "ERROR: found uniform " << name << " in location " << gotLoc << " when it should have been in " << expectLoc << TestLog::EndMessage;
404 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Incorrect uniform location");
410 log << TestLog::Message << "ERROR: expected uniform " << name << " in location " << gotLoc << " but it has already been used" << TestLog::EndMessage;
411 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Overlapping uniform location");
421 log << TestLog::Message << "ERROR: found uniform " << name << " in location " << gotLoc << " which has already been used" << TestLog::EndMessage;
422 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Overlapping uniform location")
    [all...]
  /external/libgdx/backends/gdx-backends-gwt/
issues.txt 6 - uniform location id allocation returns multiple ids if one queries for one uniform multiple times. Not an issue as long
  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionShapes/
btUniformScalingShape.h 22 ///The btUniformScalingShape allows to re-use uniform scaled instances of btConvexShape in a memory efficient way.
23 ///Istead of using btUniformScalingShape, it is better to use the non-uniform setLocalScaling method on convex shapes that implement it.
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
ParticleShader.java 104 public final static Uniform cameraRight = new Uniform("u_cameraRight");
105 public final static Uniform cameraInvDirection = new Uniform("u_cameraInvDirection");
106 public final static Uniform screenWidth = new Uniform("u_screenWidth");
107 public final static Uniform regionSize = new Uniform("u_regionSize");
  /external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/
test.glsl 76 uniform samplerCube u_environmentCubemap;
80 uniform vec4 u_reflectionColor;
  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 61 // for the first input texture. Must be a uniform sampler2D.
159 // Uniform Variable access /////////////////////////////////////////////////
163 // When setting values, the value type must be match the type of the uniform
173 // Returns a handle to the uniform with the given name, or invalid if no
174 // such uniform variable exists in the shader.
177 // Set the specified uniform value to the given integer value. Returns true
181 // Set the specified uniform value to the given float value. Returns true
185 // Set the specified uniform value to the given values. Returns true
189 // Set the specified uniform value to the given values. Returns true
193 // Set the specified uniform value to the given vector value. Returns tru
    [all...]
  /frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
BrightnessFilter.java 35 "uniform sampler2D tex_sampler_0;\n" +
36 "uniform float brightness;\n" +
  /frameworks/native/libs/gui/tests/
TextureRenderer.cpp 39 "uniform mat4 texMatrix;\n"
49 "uniform samplerExternalOES texSampler;\n"
  /frameworks/native/cmds/flatland/
Main.cpp 218 "uniform mat4 objToNdc;",
219 "uniform mat4 uvToTex;",
232 "uniform samplerExternalOES blitSrc;",
233 "uniform vec4 modColor;",
252 "uniform mat4 objToNdc;",
253 "uniform mat4 uvToInterp;",
265 "uniform vec4 color0;",
266 "uniform vec4 color1;",
268 "uniform sampler2D ditherKernel;",
269 "uniform float invDitherKernelSize;"
    [all...]

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