/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
D | simple_water.frag | 13 uniform vec4 m_waterColor; 15 uniform vec4 m_distortionScale; 16 uniform vec4 m_distortionMix; 17 uniform vec4 m_texScale; 23 varying vec4 lightDir; //lightpos 24 varying vec4 waterTex1; //moving texcoords 25 varying vec4 waterTex2; //moving texcoords 26 varying vec4 position; //for projection 27 varying vec4 viewDir; //viewts 28 varying vec4 viewLightDir; [all …]
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D | simple_water.vert | 16 attribute vec4 inPosition; 21 varying vec4 lightDir; 22 varying vec4 waterTex1; 23 varying vec4 waterTex2; 24 varying vec4 position; 25 varying vec4 viewDir; 26 varying vec4 viewpos; 27 varying vec4 viewLightDir; 28 varying vec4 viewCamDir; 44 vec4 temp; [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | GBuf.vert | 4 uniform vec4 m_Ambient; 5 uniform vec4 m_Diffuse; 6 uniform vec4 m_Specular; 11 varying vec4 AmbientSum; 12 varying vec4 DiffuseSum; 13 varying vec4 SpecularSum; 25 attribute vec4 inColor; 32 vec4 pos = vec4(inPosition, 1.0); 37 vec4 wvNormal, wvTangent, wvBinormal; 39 wvNormal = vec4(inNormal, 0.0); [all …]
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D | Lighting.vert | 9 uniform vec4 m_Ambient; 10 uniform vec4 m_Diffuse; 11 uniform vec4 m_Specular; 14 uniform vec4 g_LightColor; 15 uniform vec4 g_LightPosition; 16 uniform vec4 g_AmbientLightColor; 25 varying vec4 DiffuseSum; 33 //varying vec4 spotVec; 36 attribute vec4 inColor; 40 attribute vec4 inTangent; [all …]
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D | GBuf.frag | 6 varying vec4 AmbientSum; 7 varying vec4 DiffuseSum; 8 varying vec4 SpecularSum; 55 vec4 normalHeight = texture2D(m_NormalMap, newTexCoord); 68 vec4 diffuseColor = texture2D(m_DiffuseMap, newTexCoord); 70 vec4 diffuseColor = vec4(1.0); 74 vec4 specularColor = texture2D(m_SpecularMap, newTexCoord); 76 vec4 specularColor = vec4(1.0); 82 gl_FragData[0] = vec4(diffuseColor.rgb, 1.0); 83 gl_FragData[1] = vec4(encodeNormal(normal), 0.0, 0.0); [all …]
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D | Deferred.frag | 14 uniform vec4 g_LightColor; 15 uniform vec4 g_LightPosition; 58 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 wvLightDir, in float… 64 vec3 decodeNormal(in vec4 enc){ 65 vec4 nn = enc * vec4(2.0,2.0,0.0,0.0) + vec4(-1.0,-1.0,1.0,-1.0); 85 vec4 pos; 95 void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){ 116 lightDir = vec4(normalize(tempVec), 1.0); 123 vec4 diffuseColor = texture2D(m_DiffuseData, newTexCoord); 127 vec4 specularColor = texture2D(m_SpecularData, newTexCoord); [all …]
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/external/clang/test/Sema/ |
D | ext_vector_components.c | 13 float4 vec4, vec4_2, *vec4p; in test() local 19 vec4.xyzw; // expected-warning {{expression result unused}} in test() 20 vec4.xyzc; // expected-error {{illegal vector component name 'c'}} in test() 21 vec4.s01z; // expected-error {{illegal vector component name 'z'}} in test() 22 vec2 = vec4.s01; // legal, shorten in test() 23 vec2 = vec4.S01; // legal, shorten in test() 25 vec3 = vec4.xyz; // legal, shorten in test() 27 f = vec4.xy.x; // legal, shorten in test() 29 …vec4_2.xyzx = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() 30 …vec4_2.xyzz = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() [all …]
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D | ext_vector_casts.c | 11 float4 vec4, vec4_2; in test() local 18 vec4 = 5.0f; in test() 19 vec4 = (float4)5.0f; in test() 20 vec4 = (float4)5; in test() 21 vec4 = (float4)vec4_3; in test() 32 …vec4 = (float4)vec2; // expected-error {{invalid conversion between ext-vector type 'float4' and '… in test() 37 vec4 /= 5.2f; in test() 38 vec4 %= 4; // expected-error {{invalid operands to binary expression ('float4' and 'int')}} in test() 40 …ivec4 += vec4; // expected-error {{can't convert between vector values of different size ('int4' a… in test() 41 ivec4 += (int4)vec4; in test()
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | TerrainLighting.vert | 6 uniform vec4 g_LightColor; 7 uniform vec4 g_LightPosition; 8 uniform vec4 g_AmbientLightColor; 15 attribute vec4 inTangent; 23 varying vec4 vLightDir; 24 varying vec4 vnLightDir; 28 varying vec4 AmbientSum; 29 varying vec4 DiffuseSum; 30 varying vec4 SpecularSum; 33 varying vec4 wVertex; [all …]
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D | TerrainLighting.frag | 3 uniform vec4 g_LightDirection; 5 varying vec4 AmbientSum; 6 varying vec4 DiffuseSum; 7 varying vec4 SpecularSum; 14 varying vec4 vLightDir; 15 varying vec4 vnLightDir; 144 varying vec4 wVertex; 195 vec4 calculateDiffuseBlend(in vec2 texCoord) { 196 vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy ); 199 vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy ); [all …]
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D | Terrain.frag | 12 varying vec4 vVertex; 20 vec4 alpha = texture2D( m_Alpha, texCoord.xy ); 31 vec4 coords = vVertex; 33 vec4 col1 = texture2D( m_Tex1, coords.yz * m_Tex1Scale ); 34 vec4 col2 = texture2D( m_Tex1, coords.xz * m_Tex1Scale ); 35 vec4 col3 = texture2D( m_Tex1, coords.xy * m_Tex1Scale ); 37 vec4 tex1 = col1 * blending.x + col2 * blending.y + col3 * blending.z; 43 vec4 tex2 = col1 * blending.x + col2 * blending.y + col3 * blending.z; 49 vec4 tex3 = col1 * blending.x + col2 * blending.y + col3 * blending.z; 52 vec4 tex1 = texture2D( m_Tex1, texCoord.xy * m_Tex1Scale ); // Tile [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Skinning.glsllib | 7 attribute vec4 inBoneWeight; 8 attribute vec4 inBoneIndices; 11 void Skinning_Compute(inout vec4 position, inout vec4 normal){ 12 vec4 index = inBoneIndices; 13 vec4 weight = inBoneWeight; 15 vec4 newPos = vec4(0.0); 16 vec4 newNormal = vec4(0.0); 32 void Skinning_Compute(inout vec4 position, inout vec4 normal){
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D | MultiSample.glsllib | 20 vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){ 22 vec4 color = vec4(0.0); 29 vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){ 34 vec4 getColor(in sampler2DMS tex, in vec2 texC){ 38 vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){ 43 vec4 getDepth(in sampler2DMS tex,in vec2 texC){ 48 vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){ 52 vec4 getColor(in sampler2D tex, in vec2 texC){ 56 vec4 getColorSingle(in sampler2D tex, in vec2 texC){ 60 vec4 getDepth(in sampler2D tex,in vec2 texC){
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D | Shadow.glsllib | 17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){ 21 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){ 39 vec4 t = vec4(coord.xy, 0.0, 1.0); 44 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ 55 float Shadow_DoBilinear(in SHADOWMAP tex, in vec4 projCoord){ 64 vec4 coord = vec4(dn.xy, projCoord.zw); 68 coord = vec4(up.x, dn.y, projCoord.zw); 72 coord = vec4(dn.x, up.y, projCoord.zw); 76 coord = vec4(up.xy, projCoord.zw); 86 float Shadow_DoPCF_2x2(in SHADOWMAP tex, in vec4 projCoord){ [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
D | PostShadowPSSM.frag | 35 uniform vec4 m_Splits; 39 varying vec4 projCoord0; 40 varying vec4 projCoord1; 41 varying vec4 projCoord2; 42 varying vec4 projCoord3; 50 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){ 51 vec4 coord = vec4(projCoord.xy + offset.xy * pixSize2, projCoord.zw); 55 float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){ 61 vec4 t = vec4(coord.xy, 0.0, 1.0); 66 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ [all …]
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D | PostShadowPSSM15.frag | 39 out vec4 outFragColor; 46 uniform vec4 m_Splits; 49 in vec4 projCoord0; 50 in vec4 projCoord1; 51 in vec4 projCoord2; 52 in vec4 projCoord3; 57 vec4 t = vec4(coord.xy, 0.0, 1.0); 62 float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ 72 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw)); 73 shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw)); [all …]
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D | PostShadow.vert | 5 varying vec4 projCoord; 15 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); 18 vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0); 22 vec4 coord = m_LightViewProjectionMatrix * worldPos; 30 //projCoord = (projCoord.xyzw * vec4(0.5)) + vec4(0.5);
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D | PostShadowPSSM.vert | 9 varying vec4 projCoord0; 10 varying vec4 projCoord1; 11 varying vec4 projCoord2; 12 varying vec4 projCoord3; 25 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); 29 vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
D | Particle.vert | 4 attribute vec4 inColor; 5 attribute vec4 inTexCoord; 7 varying vec4 color; 10 varying vec4 texCoord; 23 vec4 pos = vec4(inPosition, 1.0); 33 vec4 worldPos = g_WorldMatrix * pos; 37 //vec4 worldViewPos = g_WorldViewMatrix * pos;
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D | SoftParticle.vert | 4 attribute vec4 inColor; 5 attribute vec4 inTexCoord; 7 varying vec4 color; 15 varying vec4 texCoord; 28 vec4 pos = vec4(inPosition, 1.0); 44 vec4 worldPos = g_WorldMatrix * pos; 48 //vec4 worldViewPos = g_WorldViewMatrix * pos;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/ |
D | LogLum.frag | 12 vec4 blocks(vec2 halfBlockSize, vec2 pixelSize, float numPixels){ 16 vec4 sum = vec4(0.0); 23 vec4 color = texture2D(m_Texture, vec2(x,y)); 37 sum = vec4(HDR_DecodeLum(sum)); 46 vec4 fetch(){ 47 vec4 color = texture2D(m_Texture, texCoord); 51 return vec4(HDR_DecodeLum(color)); 61 gl_FragColor = vec4(fetch());
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
D | CartoonEdge15.frag | 9 uniform vec4 m_EdgeColor; 21 out vec4 outFragColor; 23 vec4 fetchNormalDepth(vec2 tc){ 24 vec4 nd; 34 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); 35 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); 36 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); 37 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset); 40 vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4); 56 outFragColor = vec4(color, 1.0);
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D | bloomExtract15.frag | 9 out vec4 outFragColor; 16 vec4 color = vec4(0.0); 20 color = pow(color, vec4(m_ExposurePow)); 22 color = vec4(0.0); 27 vec4 glowColor = texture2D( m_GlowMap, texCoord ); 28 glowColor = pow(glowColor, vec4(m_ExposurePow));
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D | CartoonEdge.frag | 1 uniform vec4 m_EdgeColor; 20 vec4 fetchNormalDepth(vec2 tc){ 21 vec4 nd; 32 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); 33 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); 34 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); 35 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset); 38 vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4); 54 gl_FragColor = vec4(color, 1.0);
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/external/webkit/Source/WebCore/platform/graphics/chromium/ |
D | ShaderChromium.cpp | 54 attribute vec4 a_position; in getShaderString() 85 attribute vec4 a_position; in getShaderString() 115 attribute vec4 a_position; in getShaderString() 140 attribute vec4 a_position; in getShaderString() 143 uniform vec4 texTransform; in getShaderString() 176 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y)); in getShaderString() 177 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; in getShaderString() 191 vec4 texColor = texture2D(s_texture, v_texCoord); in getShaderString() 206 vec4 texColor = texture2D(s_texture, v_texCoord); in getShaderString() 207 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; in getShaderString() [all …]
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