/external/mesa3d/src/glsl/builtins/profiles/ |
D | 100.vert | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 100.frag | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 110.frag | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 120.frag | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 110.vert | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 120.vert | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 130.frag | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
|
D | 130.vert | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
|
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | Lighting.vert | 24 varying vec3 AmbientSum; 26 varying vec3 SpecularSum; 28 attribute vec3 inPosition; 30 attribute vec3 inNormal; 32 varying vec3 lightVec; 43 varying vec3 vNormal; 45 //varying vec3 vPosition; 46 varying vec3 vViewDir; 54 uniform vec3 g_CameraPosition; 57 uniform vec3 m_FresnelParams; [all …]
|
D | Deferred.frag | 11 uniform vec3 m_FrustumCorner; 16 uniform vec3 g_CameraPosition; 24 float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){ 34 float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){ 38 vec3 H = (viewdir + lightdir) * vec3(0.5); 43 vec3 halfVec = normalize(viewdir + lightdir); 52 vec3 R = reflect(-lightdir, norm); 58 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightDir, in float… 64 vec3 decodeNormal(in vec4 enc){ 69 return nn.xyz * vec3(2.0) + vec3(0.0,0.0,-1.0); [all …]
|
D | Lighting.frag | 11 varying vec3 AmbientSum; 13 varying vec3 SpecularSum; 17 //varying vec3 vPosition; 18 varying vec3 vViewDir; 20 varying vec3 lightVec; 47 varying vec3 vNormal; 75 float tangDot(in vec3 v1, in vec3 v2){ 85 float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){ 95 float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){ 101 vec3 H = (viewdir + lightdir) * vec3(0.5); [all …]
|
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Common.glsllib | 1 vec3 Common_UnpackNormal(in vec3 norm){ 2 return (norm * vec3(2.0)) - vec3(1.0); 5 vec3 Common_UnpackNormalLA(in vec4 norm){ 6 vec3 newNorm = norm.agb; 8 return (newNorm * vec3(2.0)) - vec3(1.0); 11 vec3 Common_PackNormal(in vec3 norm){ 12 return (norm * vec3(0.5)) + vec3(0.5);
|
D | Hdr.glsllib | 2 const vec3 lumConv = vec3(0.27, 0.67, 0.06); 4 float HDR_GetLum(in vec3 color){ 12 result.rgb = vec3((Le - (floor(result.a * 255.0)) / 255.0) / 255.0); 31 vec4 HDR_LogLuvEncode(in vec3 rgb){ 33 vec3 Xp_Y_XYZp = rgb * rgbToXyz; 34 Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6)); 42 vec3 HDR_LogLuvDecode(in vec4 logLuv){ 44 vec3 Xp_Y_XYZp; 48 vec3 rgb = Xp_Y_XYZp * xyzToRgb; 52 vec3 HDR_ToneMap(in vec3 color, in float lumAvg, in float a, in float white){ [all …]
|
D | Lighting.glsllib | 10 float Lighting_Diffuse(vec3 norm, vec3 lightdir){ 14 float Lighting_Specular(vec3 norm, vec3 viewdir, vec3 lightdir, float shiny){ 15 vec3 refdir = reflect(-lightdir, norm); 19 void Lighting_Direction(vec3 worldPos, vec4 color, vec4 position, out vec4 lightDir){ 21 vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight); 28 void Lighting_ComputePS(vec3 tanNormal, mat3 tbnMat, 29 int lightCount, out vec3 outDiffuse, out vec3 outSpecular){ 31 vec3 tanViewDir = viewDir * tbnMat; 42 vec3 lightScale = g_LightColor[i].rgb * tanLightDir.w;
|
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
D | Water.frag | 16 uniform vec3 m_CameraPosition; 24 uniform vec3 m_LightDir; 29 uniform vec3 m_FoamExistence; 30 uniform vec3 m_ColorExtinction; 65 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { 66 vec3 dp1 = dFdx(P); 67 vec3 dp2 = dFdy(P); 73 //vec3 dp1xdp2 = cross(dp1, dp2); 77 vec3 T = inverseM * vec3(duv1.x, duv2.x, 0.0); 78 vec3 B = inverseM * vec3(duv1.y, duv2.y, 0.0); [all …]
|
D | Water15.frag | 20 uniform vec3 m_CameraPosition; 28 uniform vec3 m_LightDir; 33 uniform vec3 m_FoamExistence; 34 uniform vec3 m_ColorExtinction; 70 mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { 71 vec3 dp1 = dFdx(P); 72 vec3 dp2 = dFdy(P); 77 vec3 dp1xdp2 = cross(dp1, dp2); 80 vec3 T = inverseM * vec2(duv1.x, duv2.x); 81 vec3 B = inverseM * vec2(duv1.y, duv2.y); [all …]
|
/external/mesa3d/src/glsl/builtins/ir/ |
D | smoothstep | 29 (signature vec3 33 (declare (in) vec3 x)) 34 ((declare () vec3 t) 36 (expression vec3 max 37 (expression vec3 min 38 …(expression vec3 / (expression vec3 - (var_ref x) (var_ref edge0)) (expression float - (var_ref ed… 41 …(return (expression vec3 * (var_ref t) (expression vec3 * (var_ref t) (expression vec3 - (constant… 72 (signature vec3 74 (declare (in) vec3 edge0) 75 (declare (in) vec3 edge1) [all …]
|
D | asin | 50 (signature vec3 52 (declare (in) vec3 x)) 53 ((return (expression vec3 * 54 (expression vec3 sign (var_ref x)) 55 (expression vec3 - 59 (expression vec3 * 60 (expression vec3 sqrt 61 (expression vec3 - 63 (expression vec3 abs (var_ref x)))) 64 (expression vec3 + [all …]
|
D | atanh | 20 (signature vec3 22 (declare (in) vec3 x)) 23 ((return (expression vec3 * (constant vec3 (0.5)) 24 (expression vec3 log 25 (expression vec3 / 26 (expression vec3 + (constant vec3 (1)) (var_ref x)) 27 (expression vec3 - (constant vec3 (1)) (var_ref x))))))))
|
D | tanh | 22 (signature vec3 24 (declare (in) vec3 x)) 25 ((return (expression vec3 / 26 (expression vec3 - 27 (expression vec3 exp (var_ref x)) 28 (expression vec3 exp (expression vec3 neg (var_ref x)))) 29 (expression vec3 + 30 (expression vec3 exp (var_ref x)) 31 (expression vec3 exp (expression vec3 neg (var_ref x))))))))
|
D | mix | 16 (signature vec3 18 (declare (in) vec3 arg0) 19 (declare (in) vec3 arg1) 20 (declare (in) vec3 arg2)) 21 …urn (expression vec3 + (expression vec3 * (var_ref arg0) (expression vec3 - (constant float (1.000… 37 (signature vec3 39 (declare (in) vec3 arg0) 40 (declare (in) vec3 arg1) 42 …rn (expression vec3 + (expression vec3 * (var_ref arg0) (expression float - (constant float (1.000… 68 (signature vec3 [all …]
|
D | sinh | 16 (signature vec3 18 (declare (in) vec3 x)) 19 ((return (expression vec3 * (constant vec3 (0.5)) 20 (expression vec3 - 21 (expression vec3 exp (var_ref x)) 22 (expression vec3 exp (expression vec3 neg (var_ref x))))))))
|
D | cosh | 16 (signature vec3 18 (declare (in) vec3 x)) 19 ((return (expression vec3 * (constant vec3 (0.5)) 20 (expression vec3 + 21 (expression vec3 exp (var_ref x)) 22 (expression vec3 exp (expression vec3 neg (var_ref x))))))))
|
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | TerrainLighting.vert | 12 attribute vec3 inPosition; 13 attribute vec3 inNormal; 17 varying vec3 vNormal; 19 varying vec3 vPosition; 20 varying vec3 vnPosition; 21 varying vec3 vViewDir; 22 varying vec3 vnViewDir; 26 varying vec3 lightVec; 34 varying vec3 wNormal; 38 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){ [all …]
|
/external/jmonkeyengine/engine/src/networking/com/jme3/network/serializing/serializers/ |
D | Vector3Serializer.java | 15 Vector3f vec3 = new Vector3f(); in readObject() local 16 vec3.x = data.getFloat(); in readObject() 17 vec3.y = data.getFloat(); in readObject() 18 vec3.z = data.getFloat(); in readObject() 19 return vec3; in readObject() 23 Vector3f vec3 = (Vector3f) object; in writeObject() local 24 buffer.putFloat(vec3.x); in writeObject() 25 buffer.putFloat(vec3.y); in writeObject() 26 buffer.putFloat(vec3.z); in writeObject()
|