Home | History | Annotate | Download | only in Shader

Lines Matching refs:Abs

572 		Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
578 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
1428 Float det = Abs(Float(dUVdxy.x) * Float(dUVdxy.w) - Float(dUVdxy.y) * Float(dUVdxy.z));
1588 Float4 absX = Abs(x);
1589 Float4 absY = Abs(y);
1590 Float4 absZ = Abs(z);
1592 Int4 xy = CmpNLE(absX, absY); // absabs(y)
1593 Int4 yz = CmpNLE(absY, absZ); // abs(y) > abs(z)
1594 Int4 zx = CmpNLE(absZ, absX); // abs(z) > abs(x)
1595 Int4 xMajor = xy & ~zx; // abs(x) > abs(y) && abs(x) > abs(z)
1596 Int4 yMajor = yz & ~xy; // abs(y) > abs(z) && abs(y) > abs(x)
1597 Int4 zMajor = zx & ~yz; // abs(z) > abs(x) && abs(z) > abs(y)
2270 Int4 convert = Int4(Abs(uw * Float4(1 << 16)));
2322 coord *= one - Abs(two * Frac(uvw * half) - one);
2330 coord *= one - Abs(two * Frac(Min(Max(uvw, -one), two) * half) - one);
2367 f = Abs(frac - Float4(0.5f));