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Searched refs:vec2 (Results 1 – 25 of 40) sorted by relevance

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/frameworks/native/services/surfaceflinger/RenderEngine/
DGLES20RenderEngine.cpp298 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in endGroup()
299 Mesh::VertexArray<vec2> texCoord(mesh.getTexCoordArray<vec2>()); in endGroup()
300 position[0] = vec2(0, 0); in endGroup()
301 position[1] = vec2(group.width, 0); in endGroup()
302 position[2] = vec2(group.width, group.height); in endGroup()
303 position[3] = vec2(0, group.height); in endGroup()
304 texCoord[0] = vec2(0, 0); in endGroup()
305 texCoord[1] = vec2(1, 0); in endGroup()
306 texCoord[2] = vec2(1, 1); in endGroup()
307 texCoord[3] = vec2(0, 1); in endGroup()
/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/
Dvignette_fs.glsl3 varying vec2 varTex0;
8 vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0));
/frameworks/base/core/res/res/raw/
Dcolor_fade_vert.vert4 attribute vec2 position;
5 attribute vec2 uv;
6 varying vec2 UV;
/frameworks/native/services/surfaceflinger/
DTransform.cpp176 vec2 Transform::transform(const vec2& v) const { in transform()
177 vec2 r; in transform()
193 vec2 Transform::transform(int x, int y) const in transform()
195 return transform(vec2(x,y)); in transform()
206 vec2 lt( bounds.left, bounds.top ); in transform()
207 vec2 rt( bounds.right, bounds.top ); in transform()
208 vec2 lb( bounds.left, bounds.bottom ); in transform()
209 vec2 rb( bounds.right, bounds.bottom ); in transform()
DTransform.h80 vec2 transform(int x, int y) const;
100 vec2 transform(const vec2& v) const;
/frameworks/rs/java/tests/Balls/src/com/example/android/rs/balls/
Dball_physics.rs60 float2 vec2 = vec * vec;
61 float len2 = vec2.x + vec2.y;
79 float2 vec2 = vec * vec;
80 float len2 = max(2.f, vec2.x + vec2.y);
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
Dmultitexf.glsl1 varying vec2 varTex0;
4 vec2 t0 = varTex0.xy;
Dshaderf.glsl6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
Dshaderarrayf.glsl6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
Dshader2f.glsl3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
Dmultitexf.glsl1 varying vec2 varTex0;
4 vec2 t0 = varTex0.xy;
Dshaderf.glsl6 varying vec2 varTex0;
9 vec2 t0 = varTex0.xy;
Dshader2f.glsl3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
Dsingletexf.glsl1 varying vec2 varTex0;
Dsingletexfm.glsl1 varying vec2 varTex0;
/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
Dblur_h.glsl1 varying vec2 varTex0;
4 vec2 blurCoord = varTex0;
Ddiffuse.glsl3 varying vec2 varTex0;
14 vec2 t0 = varTex0.xy;
Dblur_v.glsl1 varying vec2 varTex0;
4 vec2 blurCoord = varTex0;
Ddiffuse_lights.glsl3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
Dplastic.glsl3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
Dmetal.glsl3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
Dpaintf.glsl3 varying vec2 varTex0;
16 vec2 t0 = varTex0.xy;
Dplastic_lights.glsl3 varying vec2 varTex0;
22 vec2 t0 = varTex0.xy;
Dblur_vertex.glsl1 varying vec2 varTex0;
Dtexture.glsl1 varying vec2 varTex0;

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