/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
D | PostShadowPSSM15.frag | 7 #define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset) 8 #define SHADOWCOMPARE(tex,coord) textureProj(tex, coord) 9 #define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z) 12 …#define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).… 13 #define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r) 14 #define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy)) 55 float Shadow_BorderCheck(in vec2 coord){ 57 vec4 t = vec4(coord.xy, 0.0, 1.0); 87 vec4 coord = vec4(projCoord.xyz / projCoord.www,0.0); 88 vec4 gather = SHADOWGATHER(tex, coord); [all …]
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D | PostShadow.frag | 7 vec4 coord = projCoord; 8 coord.xyz /= coord.w; 9 float shad = Shadow_GetShadow(m_ShadowMap, coord) * 0.7 + 0.3;
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D | PostShadowPSSM.frag | 3 #define SHADOWCOMPARE(tex,coord) shadow2DProj(tex, coord).r 6 #define SHADOWCOMPARE(tex,coord) step(coord.z, texture2DProj(tex, coord).r) 51 vec4 coord = vec4(projCoord.xy + offset.xy * pixSize2, projCoord.zw); 52 return SHADOWCOMPARE(tex, coord); 59 float Shadow_BorderCheck(in vec2 coord){ 61 vec4 t = vec4(coord.xy, 0.0, 1.0);
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D | PostShadow.vert | 22 vec4 coord = m_LightViewProjectionMatrix * worldPos; 23 projCoord = biasMat * coord;
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Shadow.glsllib | 4 #define SHADCOORD(coord) coord.xy 8 #define SHADCOORD(coord) vec3(coord.xy,0.0) 25 float Shadow_BorderCheck(in vec2 coord){ 27 //if (coord.x >= 1.0) 29 //else if (coord.x <= 0.0) 31 //else if (coord.y >= 1.0) 33 //else if (coord.y <= 0.0) 39 vec4 t = vec4(coord.xy, 0.0, 1.0); 64 vec4 coord = vec4(dn.xy, projCoord.zw); 65 float s_00 = Shadow_DoShadowCompare(tex, coord); [all …]
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/external/mesa3d/src/glsl/builtins/profiles/ |
D | EXT_texture_array.vert | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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D | EXT_texture_array.frag | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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D | ARB_texture_rectangle.frag | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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D | ARB_texture_rectangle.vert | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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D | 110.frag | 293 vec4 texture1D (sampler1D sampler, float coord); 294 vec4 texture1DProj (sampler1D sampler, vec2 coord); 295 vec4 texture1DProj (sampler1D sampler, vec4 coord); 296 vec4 texture1D (sampler1D sampler, float coord, float bias); 297 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 298 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 300 vec4 texture2D (sampler2D sampler, vec2 coord); 301 vec4 texture2DProj (sampler2D sampler, vec3 coord); 302 vec4 texture2DProj (sampler2D sampler, vec4 coord); 303 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); [all …]
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D | 110.vert | 295 vec4 texture1D (sampler1D sampler, float coord); 296 vec4 texture1DProj (sampler1D sampler, vec2 coord); 297 vec4 texture1DProj (sampler1D sampler, vec4 coord); 298 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 299 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 300 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 302 vec4 texture2D (sampler2D sampler, vec2 coord); 303 vec4 texture2DProj (sampler2D sampler, vec3 coord); 304 vec4 texture2DProj (sampler2D sampler, vec4 coord); 305 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); [all …]
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D | 120.frag | 325 vec4 texture1D (sampler1D sampler, float coord); 326 vec4 texture1DProj (sampler1D sampler, vec2 coord); 327 vec4 texture1DProj (sampler1D sampler, vec4 coord); 328 vec4 texture1D (sampler1D sampler, float coord, float bias); 329 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 330 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 332 vec4 texture2D (sampler2D sampler, vec2 coord); 333 vec4 texture2DProj (sampler2D sampler, vec3 coord); 334 vec4 texture2DProj (sampler2D sampler, vec4 coord); 335 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); [all …]
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D | 120.vert | 327 vec4 texture1D (sampler1D sampler, float coord); 328 vec4 texture1DProj (sampler1D sampler, vec2 coord); 329 vec4 texture1DProj (sampler1D sampler, vec4 coord); 330 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 331 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 332 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 334 vec4 texture2D (sampler2D sampler, vec2 coord); 335 vec4 texture2DProj (sampler2D sampler, vec3 coord); 336 vec4 texture2DProj (sampler2D sampler, vec4 coord); 337 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); [all …]
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D | 130.frag | 966 vec4 texture1D (sampler1D sampler, float coord); 967 vec4 texture1DProj (sampler1D sampler, vec2 coord); 968 vec4 texture1DProj (sampler1D sampler, vec4 coord); 969 vec4 texture1D (sampler1D sampler, float coord, float bias); 970 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 971 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 972 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 973 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 974 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 976 vec4 texture2D (sampler2D sampler, vec2 coord); [all …]
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D | 130.vert | 968 vec4 texture1D (sampler1D sampler, float coord); 969 vec4 texture1DProj (sampler1D sampler, vec2 coord); 970 vec4 texture1DProj (sampler1D sampler, vec4 coord); 971 vec4 texture1D (sampler1D sampler, float coord, float bias); 972 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 973 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 974 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 975 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 976 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 978 vec4 texture2D (sampler2D sampler, vec2 coord); [all …]
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D | 100.frag | 292 vec4 texture2D (sampler2D sampler, vec2 coord); 293 vec4 texture2DProj (sampler2D sampler, vec3 coord); 294 vec4 texture2DProj (sampler2D sampler, vec4 coord); 295 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 296 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 297 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 299 vec4 textureCube (samplerCube sampler, vec3 coord); 300 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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D | 100.vert | 292 vec4 texture2D (sampler2D sampler, vec2 coord); 293 vec4 texture2DProj (sampler2D sampler, vec3 coord); 294 vec4 texture2DProj (sampler2D sampler, vec4 coord); 295 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 296 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 297 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 299 vec4 textureCube (samplerCube sampler, vec3 coord); 300 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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/external/qemu/android/skin/ |
D | trackball.c | 318 SphereCoord coord = &ball->sphere_map[total]; in trackball_init() local 325 coord->x = xx; in trackball_init() 326 coord->y = yy; in trackball_init() 327 coord->offset = xx + yy*diameter2; in trackball_init() 328 coord->alpha = 256; in trackball_init() 329 coord->f[0] = FIX16_FROM_FLOAT(rx); in trackball_init() 330 coord->f[1] = FIX16_FROM_FLOAT(ry); in trackball_init() 331 coord->f[2] = FIX16_FROM_FLOAT(rz); in trackball_init() 333 coord->alpha = 256*(radius - r0); in trackball_init() 351 coord->alpha = coord->alpha * scale; in trackball_init() [all …]
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/external/opencv/cvaux/src/ |
D | enmin.cpp | 78 int coord; 211 ( ( Vertex* )newVtxPtr ) -> coord = i; 216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */ 219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */ 235 ( ( Vertex* )vtxPtr ) -> coord, 242 if( ( ( Vertex* )tempVtxPtr ) -> coord + 1 == 243 ( ( Vertex* )vtxPtr ) -> coord ) 246 vFunc( corr[ ( ( Vertex* )tempVtxPtr ) -> coord ], 255 ( ( Vertex* )vtxPtr ) -> coord; 257 ( ( Vertex* )tempVtxPtr ) -> coord; [all …]
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/external/webkit/Source/WebKit/qt/WebCoreSupport/ |
D | GeolocationClientQt.cpp | 68 QGeoCoordinate coord = geoPosition.coordinate(); in positionUpdated() local 69 double latitude = coord.latitude(); in positionUpdated() 70 double longitude = coord.longitude(); in positionUpdated() 72 double altitude = coord.altitude(); in positionUpdated()
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/external/skia/src/core/ |
D | SkEdgeClipper.cpp | 497 static void assert_monotonic(const SkScalar coord[], int count) { in assert_monotonic() argument 498 if (coord[0] > coord[(count - 1) * 2]) { in assert_monotonic() 500 SkASSERT(coord[2 * (i - 1)] >= coord[i * 2]); in assert_monotonic() 502 } else if (coord[0] < coord[(count - 1) * 2]) { in assert_monotonic() 504 SkASSERT(coord[2 * (i - 1)] <= coord[i * 2]); in assert_monotonic() 508 SkASSERT(coord[2 * (i - 1)] == coord[i * 2]); in assert_monotonic()
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/external/quake/quake/src/WinQuake/ |
D | conproc.cpp | 197 COORD coord; in ReadText() local 201 coord.X = 0; in ReadText() 202 coord.Y = iBeginLine; in ReadText() 208 coord, in ReadText()
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/external/qemu/distrib/sdl-1.2.15/src/video/ |
D | SDL_glfuncs.h | 126 SDL_PROC_UNUSED(void,glGetTexGendv,(GLenum coord, GLenum pname, GLdouble *params)) 127 SDL_PROC_UNUSED(void,glGetTexGenfv,(GLenum coord, GLenum pname, GLfloat *params)) 128 SDL_PROC_UNUSED(void,glGetTexGeniv,(GLenum coord, GLenum pname, GLint *params)) 300 SDL_PROC_UNUSED(void,glTexGend,(GLenum coord, GLenum pname, GLdouble param)) 301 SDL_PROC_UNUSED(void,glTexGendv,(GLenum coord, GLenum pname, const GLdouble *params)) 302 SDL_PROC_UNUSED(void,glTexGenf,(GLenum coord, GLenum pname, GLfloat param)) 303 SDL_PROC_UNUSED(void,glTexGenfv,(GLenum coord, GLenum pname, const GLfloat *params)) 304 SDL_PROC_UNUSED(void,glTexGeni,(GLenum coord, GLenum pname, GLint param)) 305 SDL_PROC_UNUSED(void,glTexGeniv,(GLenum coord, GLenum pname, const GLint *params))
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/external/skia/src/views/ |
D | SkStackViewLayout.cpp | 63 typedef void (SkView::*SetLocProc)(SkScalar coord); 64 typedef void (SkView::*SetSizeProc)(SkScalar coord);
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/external/webkit/Source/WebCore/platform/graphics/skia/ |
D | GraphicsContextSkia.cpp | 98 static bool isCoordinateSkiaSafe(float coord) in isCoordinateSkiaSafe() argument 102 if (!_finite(coord)) in isCoordinateSkiaSafe() 104 if (!finite(coord)) in isCoordinateSkiaSafe() 112 if (coord > maxPointMagnitude || coord < -maxPointMagnitude) in isCoordinateSkiaSafe()
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