Home
last modified time | relevance | path

Searched refs:vec3 (Results 1 – 25 of 148) sorted by relevance

123456

/external/mesa3d/src/glsl/builtins/profiles/
D100.vert7 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 …]
D100.frag7 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 …]
D110.frag7 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 …]
D120.frag7 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 …]
D110.vert7 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 …]
D120.vert7 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 …]
D130.frag7 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 …]
D130.vert7 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/
DLighting.vert24 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 …]
DDeferred.frag11 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 …]
DLighting.frag11 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/
DCommon.glsllib1 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);
DHdr.glsllib2 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 …]
DLighting.glsllib10 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/
DWater.frag16 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 …]
DWater15.frag20 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/
Dsmoothstep29 (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 …]
Dasin50 (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 …]
Datanh20 (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))))))))
Dtanh22 (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))))))))
Dmix16 (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 …]
Dsinh16 (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))))))))
Dcosh16 (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/
DTerrainLighting.vert12 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/
DVector3Serializer.java15 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()

123456