/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);
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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 …]
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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;
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/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 …]
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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 …]
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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 …]
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D | GBuf.frag | 11 varying vec3 vNormal; 30 vec2 encodeNormal(in vec3 n){ 56 vec3 normal = (normalHeight.xyz * vec3(2.0) - vec3(1.0)); 61 vec3 normal = vNormal;
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/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 …]
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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 …]
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D | simple_water.vert | 7 uniform vec3 m_lightPos; 13 uniform vec3 g_CameraPosition; 18 attribute vec3 inTangent; 19 attribute vec3 inNormal; 65 vec3 wvNormal = normalize(g_NormalMatrix * inNormal); 66 vec3 wvTangent = normalize(g_NormalMatrix * inTangent); 67 vec3 wvBinormal = cross(wvNormal, wvTangent);
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/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 …]
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D | TerrainLighting.frag | 9 varying vec3 vNormal; 11 varying vec3 vPosition; 12 varying vec3 vnPosition; 13 varying vec3 vViewDir; 16 varying vec3 lightVec; 145 varying vec3 wNormal; 150 float tangDot(in vec3 v1, in vec3 v2){ 161 float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){ 165 float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){ 168 vec3 halfVec = normalize(viewdir + lightdir); [all …]
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D | HeightBasedTerrain.frag | 1 uniform vec3 m_region1; 2 uniform vec3 m_region2; 3 uniform vec3 m_region3; 4 uniform vec3 m_region4; 15 varying vec3 normal; 22 vec3 blend = abs( normal ); 26 blend /= vec3(b, b, b);
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/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()
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
D | ssao15.frag | 10 uniform vec3 m_FrustumCorner; 21 vec3 getPosition(in vec2 uv){ 30 return depth* vec3(x, y, m_FrustumCorner.z); 33 vec3 getNormal(in vec2 uv){ 44 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){ 45 vec3 diff = getPosition(tc)- pos; 46 vec3 v = normalize(diff); 66 vec3 position = getPosition(texCoord); 72 vec3 normal = getNormal(texCoord);
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D | ssao.frag | 6 uniform vec3 m_FrustumCorner; 19 vec3 getPosition(in vec2 uv){ 28 return depth* vec3(x, y, m_FrustumCorner.z); 31 vec3 getNormal(in vec2 uv){ 40 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){ 41 vec3 diff = getPosition(tc)- pos; 42 vec3 v = normalize(diff); 74 vec3 position = getPosition(texCoord); 80 vec3 normal = getNormal(texCoord);
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/external/eigen/test/ |
D | geo_orthomethods.cpp | 45 Vector3 vec3 = Vector3::Random(); in orthomethods_3() local 48 mcross = mat3.colwise().cross(vec3); in orthomethods_3() 49 VERIFY_IS_APPROX(mcross.col(i), mat3.col(i).cross(vec3)); in orthomethods_3() 50 mcross = mat3.rowwise().cross(vec3); in orthomethods_3() 51 VERIFY_IS_APPROX(mcross.row(i), mat3.row(i).cross(vec3)); in orthomethods_3() 92 Vector3 vec3 = Vector3::Random(); in orthomethods() local 97 mcross3N = mat3N.colwise().cross(vec3); in orthomethods() 98 VERIFY_IS_APPROX(mcross3N.col(i), mat3N.col(i).cross(vec3)); in orthomethods() 102 mcrossN3 = matN3.rowwise().cross(vec3); in orthomethods() 103 VERIFY_IS_APPROX(mcrossN3.row(i), matN3.row(i).cross(vec3)); in orthomethods()
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D | sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; in sparse_solvers() local 54 m2.template triangularView<Lower>().solve(vec3)); in sparse_solvers() 59 m2.template triangularView<Upper>().solve(vec3)); in sparse_solvers() 61 m2.conjugate().template triangularView<Upper>().solve(vec3)); in sparse_solvers() 67 mm2.conjugate().template triangularView<Upper>().solve(vec3)); in sparse_solvers() 73 m2.transpose().template triangularView<Upper>().solve(vec3)); in sparse_solvers() 78 m2.transpose().template triangularView<Lower>().solve(vec3)); in sparse_solvers() 100 m2.template triangularView<Lower>().solve(vec3)); in sparse_solvers()
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
D | FXAA.frag | 26 vec3 FxaaPixelShader( 36 vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz; 37 vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz; 38 vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz; 39 vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz; 41 vec3 rgbM = FxaaTex(tex, posPos.xy).xyz; 43 vec3 luma = vec3(0.299, 0.587, 0.114); 65 vec3 rgbA = (1.0/2.0) * ( 68 vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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D | GammaCorrection.frag | 6 vec3 gamma(vec3 L,float gamma) 8 return pow(L, vec3(1.0 / gamma)); 19 texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114));
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D | GammaCorrection15.frag | 8 vec3 gamma(vec3 L,float gamma) 10 return pow(L, vec3(1.0 / gamma)); 22 texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114));
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
D | UnshadedArray.vert | 2 attribute vec3 inPosition; 9 attribute vec3 inTexCoord; 10 varying vec3 texCoord1; 14 attribute vec3 inTexCoord2; 15 varying vec3 texCoord2;
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D | tex3DThumb.frag | 10 //vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);// 12 vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
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/external/jmonkeyengine/engine/src/bullet-native/ |
D | com_jme3_bullet_collision_shapes_SimplexCollisionShape.cpp | 84 btVector3 vec3 = btVector3(); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2() local 85 jmeBulletUtil::convert(env, vector3, &vec3); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2() 86 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2() 101 btVector3 vec3 = btVector3(); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2() local 102 jmeBulletUtil::convert(env, vector3, &vec3); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2() 105 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3, vec4); in Java_com_jme3_bullet_collision_shapes_SimplexCollisionShape_createShape__Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2Lcom_jme3_math_Vector3f_2()
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
D | Sky.vert | 5 uniform vec3 m_NormalScale; 7 attribute vec3 inPosition; 8 attribute vec3 inNormal; 10 varying vec3 direction;
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