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Searched refs:UV (Results 1 – 14 of 14) sorted by relevance

/frameworks/base/core/res/res/raw/
Dcolor_fade_frag.frag7 varying vec2 UV;
11 vec4 color = texture2D(texUnit, UV);
Dcolor_fade_vert.vert5 varying vec2 UV;
10 UV = transformed_uv.st / transformed_uv.q;
/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/
Dfog_effect.agsl74 // Moves UV based on time.
82 // Moves UV based on time.
90 // Moves UV based on time.
98 // moves UV based on time.
Dglass_rain.agsl29 * @param uv the UV of the fragment where we will display the rain effect.
58 // scale the UV to allocate number of rows and columns.
69 // For each cell, we set the internal UV from -0.5 (left, bottom) to 0.5 (right, top).
75 // Adjusts UV.y based on cell ID. This will make that the wiggle variation is different for
156 // scale the UV to allocate number of rows and columns.
172 // For each cell, we set the internal UV from -0.5 (left, bottom) to 0.5 (right, top).
Drain_shower.agsl25 * @param uv the UV of the fragment where we will display the rain effect.
48 // scale the UV to allocate number of rows and columns.
62 // For each cell, we set the internal UV from -0.5 (left, bottom) to 0.5 (right, top).
Dsnow.agsl35 * @param uv the UV of the fragment where we will display the snow effect.
72 // scale the UV to allocate number of rows and columns.
87 // For each cell, we set the internal UV from -0.5 (left, bottom) to 0.5 (right, top).
Drain_shower_layer.agsl46 // Scale the UV to allocate number of rows and columns.
54 // For each cell, we set the internal UV from -0.5 (left, bottom) to 0.5 (right, top).
Drain_splash.agsl23 /** 0. Adjust UV and time. */
/frameworks/rs/toolkit/
Dx86.cpp428 __m128i Y, UV, U, V, R, G, B, A; in rsdIntrinsicYuv_K() local
435 UV = cvtepu8_epi32(_mm_set1_epi32(*(const int *)pUV)); in rsdIntrinsicYuv_K()
438 UV = _mm_sub_epi32(UV, biasUV); in rsdIntrinsicYuv_K()
440 U = _mm_shuffle_epi32(UV, 0xf5); in rsdIntrinsicYuv_K()
441 V = _mm_shuffle_epi32(UV, 0xa0); in rsdIntrinsicYuv_K()
490 __m128i Y, UV, U, V, R, G, B, A; in rsdIntrinsicYuvR_K() local
497 UV = cvtepu8_epi32(_mm_set1_epi32(*(const int *)pUV)); in rsdIntrinsicYuvR_K()
500 UV = _mm_sub_epi32(UV, biasUV); in rsdIntrinsicYuvR_K()
502 V = _mm_shuffle_epi32(UV, 0xf5); in rsdIntrinsicYuvR_K()
503 U = _mm_shuffle_epi32(UV, 0xa0); in rsdIntrinsicYuvR_K()
/frameworks/rs/cpu_ref/
DrsCpuIntrinsics_x86.cpp425 __m128i Y, UV, U, V, R, G, B, A; in rsdIntrinsicYuv_K() local
432 UV = cvtepu8_epi32(_mm_set1_epi32(*(const int *)pUV)); in rsdIntrinsicYuv_K()
435 UV = _mm_sub_epi32(UV, biasUV); in rsdIntrinsicYuv_K()
437 U = _mm_shuffle_epi32(UV, 0xf5); in rsdIntrinsicYuv_K()
438 V = _mm_shuffle_epi32(UV, 0xa0); in rsdIntrinsicYuv_K()
487 __m128i Y, UV, U, V, R, G, B, A; in rsdIntrinsicYuvR_K() local
494 UV = cvtepu8_epi32(_mm_set1_epi32(*(const int *)pUV)); in rsdIntrinsicYuvR_K()
497 UV = _mm_sub_epi32(UV, biasUV); in rsdIntrinsicYuvR_K()
499 V = _mm_shuffle_epi32(UV, 0xf5); in rsdIntrinsicYuvR_K()
500 U = _mm_shuffle_epi32(UV, 0xa0); in rsdIntrinsicYuvR_K()
/frameworks/av/media/libstagefright/httplive/fuzzer/corpus/
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