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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
DPostShadowPSSM15.frag7 #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);
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DPostShadow.frag7 vec4 coord = projCoord;
8 coord.xyz /= coord.w;
9 float shad = Shadow_GetShadow(m_ShadowMap, coord) * 0.7 + 0.3;
DPostShadowPSSM.frag3 #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);
DPostShadow.vert22 vec4 coord = m_LightViewProjectionMatrix * worldPos;
23 projCoord = biasMat * coord;
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DShadow.glsllib4 #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);
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/external/mesa3d/src/glsl/builtins/profiles/
DEXT_texture_array.vert2 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);
DEXT_texture_array.frag2 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);
DARB_texture_rectangle.frag2 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);
DARB_texture_rectangle.vert2 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);
D110.frag293 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);
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D110.vert295 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);
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D120.frag325 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);
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D120.vert327 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);
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D130.frag966 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);
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D130.vert968 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);
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D100.frag292 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);
D100.vert292 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);
/external/qemu/android/skin/
Dtrackball.c318 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()
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/external/opencv/cvaux/src/
Denmin.cpp78 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;
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/external/webkit/Source/WebKit/qt/WebCoreSupport/
DGeolocationClientQt.cpp68 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()
/external/skia/src/core/
DSkEdgeClipper.cpp497 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()
/external/quake/quake/src/WinQuake/
Dconproc.cpp197 COORD coord; in ReadText() local
201 coord.X = 0; in ReadText()
202 coord.Y = iBeginLine; in ReadText()
208 coord, in ReadText()
/external/qemu/distrib/sdl-1.2.15/src/video/
DSDL_glfuncs.h126 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))
/external/skia/src/views/
DSkStackViewLayout.cpp63 typedef void (SkView::*SetLocProc)(SkScalar coord);
64 typedef void (SkView::*SetSizeProc)(SkScalar coord);
/external/webkit/Source/WebCore/platform/graphics/skia/
DGraphicsContextSkia.cpp98 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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