/external/mesa3d/src/glsl/tests/ |
D | matrix-07.glsl | 7 uniform mat3 e; 8 uniform mat3 f; 9 uniform mat3 g; 10 uniform mat3 h; 19 mat3 y;
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D | matrix-10.glsl | 4 uniform mat3 a;
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D | matrix-09.glsl | 3 uniform mat3 a;
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Tangent.glsllib | 1 uniform mat3 g_NormalMatrix; 8 mat3 Tangent_GetBasis(){ 10 return mat3(wvTangent, wvBinormal, wvNormal);
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D | Hdr.glsllib | 21 const mat3 rgbToXyz = mat3( 26 const mat3 xyzToRgb = mat3(
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D | Lighting.glsllib | 28 void Lighting_ComputePS(vec3 tanNormal, mat3 tbnMat,
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/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
D | TestCollisionShapeFactory.java | 59 private Material mat3; field in TestCollisionShapeFactory 90 myGeom.setMaterial(mat3); in simpleInitApp() 130 mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); in createMaterial() 131 mat3.setColor("Color", ColorRGBA.Yellow); in createMaterial()
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D | TestBrickWall.java | 70 Material mat3; field in TestBrickWall 158 floor.setMaterial(mat3); in initFloor() 179 mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); in initMaterial() 184 mat3.setTexture("ColorMap", tex3); in initMaterial()
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D | TestBrickTower.java | 80 Material mat3; field in TestBrickTower 185 floor.setMaterial(mat3); in initFloor() 206 mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); in initMaterial() 211 mat3.setTexture("ColorMap", tex3); in initMaterial()
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
D | simple_water.vert | 14 uniform mat3 g_NormalMatrix; 68 mat3 tbnMat = mat3(wvTangent, wvBinormal, wvNormal);
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D | Water.frag | 56 mat3 MatrixInverse(in mat3 inMatrix){ 58 mat3 T = transpose(inMatrix); 59 return mat3(cross(T[1], T[2]), 65 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { 72 mat3 M = mat3(dp1, dp2, cross(dp1, dp2)); 74 mat3 inverseM = MatrixInverse(M); 91 return mat3(T, B, N); 300 mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
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D | Water15.frag | 61 mat3 MatrixInverse(in mat3 inMatrix){ 63 mat3 T = transpose(inMatrix); 64 return mat3(cross(T[1], T[2]), 70 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { 88 return mat3(T, B, N); 301 mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
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/external/jmonkeyengine/engine/src/test/jme3test/batching/ |
D | TestBatchNodeCluster.java | 64 Material mat3; field in TestBatchNodeCluster 89 mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); in simpleInitApp() 90 mat3.setColor("Color", ColorRGBA.White); in simpleInitApp() 91 mat3.setColor("GlowColor", ColorRGBA.Yellow.mult(10)); in simpleInitApp() 154 box.setMaterial(mat3); in randomGenerator()
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D | TestBatchNodeTower.java | 84 Material mat3; field in TestBatchNodeTower 199 floor.setMaterial(mat3); in initFloor() 220 mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); in initMaterial() 225 mat3.setTexture("ColorMap", tex3); in initMaterial()
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | TerrainLighting.vert | 3 uniform mat3 g_NormalMatrix; 72 mat3 tbnMat = mat3(wvTangent, wvBinormal * -inTangent.w,wvNormal);
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D | HeightBasedTerrain.vert | 4 uniform mat3 g_NormalMatrix;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | GBuf.vert | 21 varying mat3 tbnMat; 45 tbnMat = mat3(wvTangent.xyz, wvBinormal.xyz, wvNormal.xyz);
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D | Lighting.vert | 6 uniform mat3 g_NormalMatrix; 158 mat3 tbnMat = mat3(wvTangent, wvBinormal * -inTangent.w,wvNormal);
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D | GBuf.frag | 27 varying mat3 tbnMat;
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/external/mesa3d/src/glsl/builtins/ir/ |
D | matrixCompMult | 11 (signature mat3 13 (declare (in) mat3 x) 14 (declare (in) mat3 y)) 15 ((declare () mat3 z)
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D | outerProduct | 40 (signature mat3 44 ((declare () mat3 m)
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
D | normal.vert | 2 uniform mat3 g_NormalMatrix;
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/external/mesa3d/src/glsl/builtins/profiles/ |
D | 120.frag | 224 mat3 matrixCompMult(mat3 x, mat3 y); 234 mat3 outerProduct(vec3 c, vec3 r); 247 mat3 transpose(mat3 m);
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D | 120.vert | 226 mat3 matrixCompMult(mat3 x, mat3 y); 236 mat3 outerProduct(vec3 c, vec3 r); 249 mat3 transpose(mat3 m);
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D | 100.vert | 223 mat3 matrixCompMult(mat3 x, mat3 y);
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