/external/mesa3d/src/glsl/tests/ |
.gitignore | 3 uniform-initializer-test
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
u_uniforms.glsl | 19 uniform mat4 u_projViewTrans; 22 uniform mat4 u_worldTrans; 25 uniform vec4 u_cameraPosition; 28 uniform mat3 u_normalMatrix; 32 uniform float u_opacity; 39 uniform float u_alphaTest; 46 uniform float u_shininess; 53 uniform vec4 u_diffuseColor; 58 uniform sampler2D u_diffuseTexture; 63 uniform vec4 u_specularColor [all...] |
/external/libgdx/tests/gdx-tests-android/assets/data/shaders/ |
projtex-vert.glsl | 4 uniform mat4 u_camera;
5 uniform mat4 u_projector;
6 uniform mat4 u_model;
7 uniform mat4 u_modelNormal;
8 uniform vec3 u_projectorPos;
9 uniform vec3 u_color;
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cubemap-vert.glsl | 0 uniform mat4 u_projViewTrans; 2 uniform mat4 u_worldTrans;
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flat-vert.glsl | 3 uniform mat4 u_projTrans;
4 uniform vec4 u_color;
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texturearray.vert | 4 uniform mat4 u_projViewTrans; 5 uniform mat4 u_modelView;
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flattex-frag.glsl | 5 uniform sampler2D s_texture;
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distancefield.frag | 8 uniform sampler2D u_texture; 9 uniform float u_lower; 10 uniform float u_upper;
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shadowmap-vert.glsl | 7 uniform vec4 u_color;
8 uniform mat4 u_projTrans;
9 uniform mat4 u_lightProjTrans;
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batch.frag | 5 uniform sampler2D u_texture;
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default.vert | 4 uniform mat4 u_projView;
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flattex-vert.glsl | 4 uniform mat4 u_projTrans;
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gles30sprite.frag | 10 uniform sampler2D u_texture;
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shader-fs.glsl | 5 uniform sampler2D u_texture;
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shadowgen-vert.glsl | 5 uniform mat4 u_projTrans;
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/prebuilts/go/darwin-x86/src/image/ |
names.go | 12 // Black is an opaque black uniform image. 14 // White is an opaque white uniform image. 16 // Transparent is a fully transparent uniform image. 18 // Opaque is a fully opaque uniform image. 22 // Uniform is an infinite-sized Image of uniform color. 24 type Uniform struct { 28 func (c *Uniform) RGBA() (r, g, b, a uint32) { 32 func (c *Uniform) ColorModel() color.Model { 36 func (c *Uniform) Convert(color.Color) color.Color [all...] |
/prebuilts/go/linux-x86/src/image/ |
names.go | 12 // Black is an opaque black uniform image. 14 // White is an opaque white uniform image. 16 // Transparent is a fully transparent uniform image. 18 // Opaque is a fully opaque uniform image. 22 // Uniform is an infinite-sized Image of uniform color. 24 type Uniform struct { 28 func (c *Uniform) RGBA() (r, g, b, a uint32) { 32 func (c *Uniform) ColorModel() color.Model { 36 func (c *Uniform) Convert(color.Color) color.Color [all...] |
/development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/ |
VS_ShaderPlain.vsh | 13 uniform highp mat4 uMVMatrix; 14 uniform highp mat4 uPMatrix; 16 uniform highp vec3 vLight0; 18 uniform lowp vec4 vMaterialDiffuse; 19 uniform lowp vec3 vMaterialAmbient; 20 uniform lowp vec4 vMaterialSpecular;
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ShaderPlain.fsh | 5 uniform lowp vec3 vMaterialAmbient; 6 uniform mediump vec4 vMaterialSpecular; 10 uniform highp vec3 vLight0;
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/external/opencv3/samples/cpp/ |
drawing.cpp | 37 pt1.x = rng.uniform(x1, x2); 38 pt1.y = rng.uniform(y1, y2); 39 pt2.x = rng.uniform(x1, x2); 40 pt2.y = rng.uniform(y1, y2); 42 line( image, pt1, pt2, randomColor(rng), rng.uniform(1,10), lineType ); 52 pt1.x = rng.uniform(x1, x2); 53 pt1.y = rng.uniform(y1, y2); 54 pt2.x = rng.uniform(x1, x2); 55 pt2.y = rng.uniform(y1, y2); 56 int thickness = rng.uniform(-3, 10) [all...] |
/external/mesa3d/src/glsl/builtins/ir/ |
ftransform.ir | 1 ((declare (uniform) mat4 gl_ModelViewProjectionMatrix)
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/frameworks/base/core/res/res/raw/ |
color_fade_vert.vert | 0 uniform mat4 proj_matrix; 2 uniform mat4 tex_matrix; 3 uniform float scale;
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/external/opencv3/samples/cpp/tutorial_code/core/Matrix/ |
Drawing_2.cpp | 114 pt1.x = rng.uniform( x_1, x_2 ); 115 pt1.y = rng.uniform( y_1, y_2 ); 116 pt2.x = rng.uniform( x_1, x_2 ); 117 pt2.y = rng.uniform( y_1, y_2 ); 119 line( image, pt1, pt2, randomColor(rng), rng.uniform(1, 10), 8 ); 135 int thickness = rng.uniform( -3, 10 ); 139 pt1.x = rng.uniform( x_1, x_2 ); 140 pt1.y = rng.uniform( y_1, y_2 ); 141 pt2.x = rng.uniform( x_1, x_2 ); 142 pt2.y = rng.uniform( y_1, y_2 ) [all...] |
/external/deqp/data/gles3/shaders/ |
declarations.test | 100 uniform mediump float val; 130 uniform mediump float val; 144 uniform Block { mediump float val; }; 177 invariant uniform mediump float val; 199 invariant uniform Block { mediump float val; }; 213 uniform Block { invariant mediump float val; }; 227 layout(foobar) uniform Block 245 uniform Block 247 layout(foobar) uniform mediump float val; 262 uniform Bloc [all...] |
/external/deqp/data/gles31/shaders/ |
linkage_uniform.test | 4 desc "Vertex side uniform has highp, fragment side uniform mediump." 10 uniform highp float u_val; 21 uniform float u_val; 33 desc "Vertex side uniform has highp, fragment side uniform mediump." 39 uniform highp float u_val; 50 uniform mediump float u_val; 62 desc "Vertex side uniform has lowp, fragment side uniform highp. [all...] |