/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.h | 51 /* Returns the location of the specified uniform */ 70 /* location of the projection matrix uniform */ 73 /* location of the color matrix uniform */ 76 /* location of the texture matrix uniform */ 79 /* location of the sampler uniform */ 82 /* location of the alpha plane uniform */ 85 /* location of the color uniform */
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/external/deqp/modules/gles3/scripts/ |
gen-uniform-blocks.py | 125 uniform UniformBlock 127 uniform vec4 uniformMember; 141 layout(%s) uniform UniformBlock 155 layout(%s) uniform; 159 uniform UniformBlock 175 uniform UniformBlock 191 uniform UniformBlock 207 uniform UniformBlock 223 uniform UniformBlock 240 uniform UniformBloc [all...] |
/external/deqp/modules/gles31/scripts/ |
gen-uniform-blocks.py | 125 uniform UniformBlock 127 uniform vec4 uniformMember; 141 layout(%s) uniform UniformBlock 155 layout(%s) uniform; 159 uniform UniformBlock 175 uniform UniformBlock 191 uniform UniformBlock 207 uniform UniformBlock 223 uniform UniformBlock 240 uniform UniformBloc [all...] |
/cts/tests/tests/opengl/libopengltest/ |
shader.h | 22 "uniform mat3 gtf_NormalMatrix;\n" 23 "uniform mat4 gtf_ModelViewMatrix;\n" 24 "uniform mat4 gtf_ModelViewProjectionMatrix;\n" 28 "uniform vec3 LightPosition;\n" 29 "uniform float Scale;\n"
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
Vertex.java | 22 + "uniform mat3 gtf_NormalMatrix; \n" 23 + "uniform mat4 gtf_ModelViewMatrix; \n" 24 + "uniform mat4 gtf_ModelViewProjectionMatrix; \n" 28 + "uniform vec3 LightPosition; \n" 29 + "uniform float Scale; \n"
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
shader.h | 21 // uniform 41 // uniform 50 // uniform
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
pass2.fragment.glsl | 23 uniform sampler2D u_diffuseTexture; 28 uniform sampler2D u_specularTexture; 34 uniform sampler2D u_normalTexture; 41 uniform vec4 u_diffuseColor; 44 uniform vec3 u_lightColor; 45 uniform vec3 u_lightDirection; 48 uniform vec3 u_lightPosition; 49 uniform float u_lightIntensity; 50 uniform float u_lightCutoffAngle; 51 uniform float u_lightExponent [all...] |
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
mrt.frag | 6 uniform sampler2D u_diffuseTexture; 7 uniform sampler2D u_specularTexture; 8 uniform sampler2D u_normalTexture;
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/external/mesa3d/src/glsl/ |
ir_uniform.h | 86 * The number of elements in this uniform. 94 * Has this uniform ever been set? 109 * Storage used by the driver for the uniform 115 * Storage used by Mesa for the uniform 117 * This form of the uniform is used by Mesa's implementation of \c 119 * uniform if the \c ::driver_storage interface is not used. 128 * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing 129 * the uniform, or -1 for the default uniform block. Note that the 135 /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. * [all...] |
linker.h | 53 * Class for processing all of the leaf fields of an uniform 55 * Leaves are, roughly speaking, the parts of the uniform that the application 66 * Begin processing a uniform 69 * base class to start the recursive processing of the uniform. 71 * \param var The uniform variable that is to be processed 73 * Calls \c ::visit_field for each leaf of the uniform. 79 * Method invoked for each leaf of the uniform
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/external/opencv3/modules/core/perf/ |
perf_math.cpp | 39 dims = rng.uniform(1, MAX_DIM+1); 40 N = rng.uniform(1, MAX_POINTS+1); 41 N0 = rng.uniform(1, MAX(N/10, 2)); 42 K = rng.uniform(1, N+1); 45 rng.fill(data0, RNG::UNIFORM, -1, 1); 49 data0.row(rng.uniform(0, N0)).copyTo(data.row(i));
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
depth.fragment.glsl | 15 uniform sampler2D u_diffuseTexture; 16 uniform float u_alphaTest;
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default.vertex.glsl | 14 uniform mat4 u_projViewTrans; 23 uniform mat3 u_normalMatrix; 32 uniform vec4 u_diffuseUVTransform; 37 uniform vec4 u_specularUVTransform; 101 uniform mat4 u_worldTrans; 105 uniform mat4 u_bones[numBones]; 110 uniform float u_shininess; 116 uniform float u_opacity; 120 uniform float u_alphaTest; 129 uniform vec3 u_ambientLight [all...] |
/external/libgdx/tests/gdx-tests-android/assets/data/shaders/ |
projtex-frag.glsl | 5 uniform sampler2D u_sampler;
6 uniform vec3 u_projectorPos;
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gles30sprite.vert | 7 uniform mat4 u_projTrans;
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texturearray.frag | 6 uniform sampler2DArray u_textureArray;
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/external/skia/src/gpu/glsl/ |
GrGLSLTextureSampler.h | 20 GrGLSLTextureSampler(UniformHandle uniform, const GrTextureAccess& access) 21 : fSamplerUniform(uniform)
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/external/deqp/data/gles31/shaders/ |
linkage_geometry_uniform_types.test | 5 desc "uniform of type float" 9 uniform float val = -1.25; 49 desc "uniform of type vec2" 53 uniform vec2 val = vec2(-1.25, 1.25); 93 desc "uniform of type vec3" 97 uniform vec3 val = vec3(-25.65, -7.25, 14.21); 137 desc "uniform of type vec4" 141 uniform vec4 val = vec4(-1.25, 1.25, -9.5, -12.2); 181 desc "uniform of type mat2" 185 uniform mat2 val = mat2(-1.25, 1.25, -9.5, -12.2) [all...] |
uniform_block.test | 4 group valid "Valid uniform interface block syntax tests." 16 uniform UniformBlock 18 uniform vec4 uniformMember; 61 uniform UniformBlock 63 uniform vec4 uniformMember; 82 layout(shared) uniform UniformBlock 127 layout(shared) uniform UniformBlock 148 layout(packed) uniform UniformBlock 193 layout(packed) uniform UniformBlock 214 layout(std140) uniform UniformBloc [all...] |
linkage_tessellation_uniform_types.test | 5 desc "uniform of type float" 9 uniform float val0 = -1.25; 10 uniform float val1 = 1.0; 57 desc "uniform of type vec2" 61 uniform vec2 val0 = [ vec2(-1.25, 1.25) ]; 62 uniform vec2 val1 = [ vec2(1.0, 1.5) ]; 109 desc "uniform of type vec3" 113 uniform vec3 val0 = [ vec3(-1.25, 1.25, -9.5) ]; 114 uniform vec3 val1 = [ vec3( 1.0, 1.5, 2.5) ]; 161 desc "uniform of type vec4 [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderStructTests.cpp | 222 << "uniform int ui_one;" 244 << "uniform int ui_zero;" 245 << "uniform int ui_one;" 271 << "uniform int ui_one;" 297 << "uniform int ui_zero;" 298 << "uniform int ui_one;" 299 << "uniform int ui_two;" 325 << "uniform int ui_zero;" 326 << "uniform int ui_one;" 327 << "uniform int ui_two; [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderStructTests.cpp | 196 << "uniform int ui_one;" 218 << "uniform int ui_zero;" 219 << "uniform int ui_one;" 245 << "uniform int ui_one;" 271 << "uniform int ui_zero;" 272 << "uniform int ui_one;" 273 << "uniform int ui_two;" 299 << "uniform int ui_zero;" 300 << "uniform int ui_one;" 301 << "uniform int ui_two; [all...] |
/development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/ |
VS_ShaderPlainES3.vsh | 13 layout(std140) uniform ParamBlock { 19 uniform highp vec3 vLight0; 20 uniform lowp vec3 vMaterialAmbient; 21 uniform lowp vec4 vMaterialSpecular;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
main.vertex.glsl | 14 uniform mat4 u_projViewTrans; 23 uniform mat3 u_normalMatrix; 32 uniform vec4 u_diffuseUVTransform; 37 uniform vec4 u_normalUVTransform; 44 uniform vec4 u_specularUVTransform; 49 uniform mat4 u_worldTrans; 113 uniform mat4 u_bones[numBones]; 118 uniform float u_shininess; 124 uniform float u_opacity; 128 uniform float u_alphaTest [all...] |
/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
AlphaBlendFilter.java | 31 "uniform sampler2D tex_sampler_0;\n" + 32 "uniform sampler2D tex_sampler_1;\n" + 33 "uniform sampler2D tex_sampler_2;\n" + 34 "uniform float weight;\n" +
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