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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
Dsimple_water.frag13 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;
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Dsimple_water.vert16 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;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
DGBuf.vert4 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);
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DLighting.vert9 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;
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DGBuf.frag6 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);
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DDeferred.frag14 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);
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/external/clang/test/Sema/
Dext_vector_components.c13 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()
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Dext_vector_casts.c11 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()
32vec4 = (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()
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrainLighting.vert6 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;
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DTerrainLighting.frag3 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 );
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DTerrain.frag12 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
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DSkinning.glsllib7 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){
DMultiSample.glsllib20 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){
DShadow.glsllib17 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){
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
DPostShadowPSSM.frag35 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){
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DPostShadowPSSM15.frag39 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));
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DPostShadow.vert5 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);
DPostShadowPSSM.vert9 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);
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
DParticle.vert4 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;
DSoftParticle.vert4 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;
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/
DLogLum.frag12 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());
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DCartoonEdge15.frag9 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);
DbloomExtract15.frag9 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));
DCartoonEdge.frag1 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);
/external/webkit/Source/WebCore/platform/graphics/chromium/
DShaderChromium.cpp54 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()
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