/external/mesa3d/src/glsl/builtins/profiles/ |
D | 110.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
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D | 100.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
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D | 120.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
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D | 130.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
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D | 140.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
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D | 130.frag | 12 vec4 texture( sampler3D sampler, vec3 P, float bias); 13 ivec4 texture(isampler3D sampler, vec3 P, float bias); 14 uvec4 texture(usampler3D sampler, vec3 P, float bias); 16 vec4 texture( samplerCube sampler, vec3 P, float bias); 17 ivec4 texture(isamplerCube sampler, vec3 P, float bias); 18 uvec4 texture(usamplerCube sampler, vec3 P, float bias); 20 float texture(sampler1DShadow sampler, vec3 P, float bias); 21 float texture(sampler2DShadow sampler, vec3 P, float bias); 28 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 29 ivec4 texture(isampler2DArray sampler, vec3 P, float bias); [all …]
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D | 140.frag | 11 vec4 texture( sampler3D sampler, vec3 P, float bias); 12 ivec4 texture(isampler3D sampler, vec3 P, float bias); 13 uvec4 texture(usampler3D sampler, vec3 P, float bias); 15 vec4 texture( samplerCube sampler, vec3 P, float bias); 16 ivec4 texture(isamplerCube sampler, vec3 P, float bias); 17 uvec4 texture(usamplerCube sampler, vec3 P, float bias); 19 float texture(sampler1DShadow sampler, vec3 P, float bias); 20 float texture(sampler2DShadow sampler, vec3 P, float bias); 27 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 28 ivec4 texture(isampler2DArray sampler, vec3 P, float bias); [all …]
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D | ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 P, float dPdx, float dPdy); 30 vec3 P, vec2 dPdx, vec2 dPdy); 38 vec3 P, vec2 dPdx, vec2 dPdy); 43 vec3 P, vec2 dPdx, vec2 dPdy);
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/external/chromium-trace/trace-viewer/tracing/third_party/gl-matrix/spec/gl-matrix/ |
D | vec3-spec.js | 24 var vec3 = require("../../src/gl-matrix/vec3.js"); 32 …beforeEach(function(){ vecA = [0, 1, 0]; vecB = [0, 0, 0]; result = vec3.rotateX(out, vecA, vecB, … 36 …beforeEach(function(){ vecA = [2, 7, 0]; vecB = [2, 5, 0]; result = vec3.rotateX(out, vecA, vecB, … 43 …beforeEach(function(){ vecA = [1, 0, 0]; vecB = [0, 0, 0]; result = vec3.rotateY(out, vecA, vecB, … 47 …beforeEach(function(){ vecA = [-2, 3, 10]; vecB = [-4, 3, 10]; result = vec3.rotateY(out, vecA, ve… 54 …beforeEach(function(){ vecA = [0, 1, 0]; vecB = [0, 0, 0]; result = vec3.rotateZ(out, vecA, vecB, … 58 …beforeEach(function(){ vecA = [0, 6, -5]; vecB = [0, 0, -5]; result = vec3.rotateZ(out, vecA, vecB… 68 beforeEach(function() { result = vec3.transformMat4(out, vecA, matr); }); 80 beforeEach(function() { result = vec3.transformMat4(out, vecA, matr); }); 95 result = vec3.transformMat4([], [10, 20, 30], matr); [all …]
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/external/chromium-trace/trace-viewer/tracing/third_party/gl-matrix/src/gl-matrix/ |
D | vec3.js | 27 var vec3 = {}; variable 34 vec3.create = function() { 48 vec3.clone = function(a) { 64 vec3.fromValues = function(x, y, z) { 79 vec3.copy = function(out, a) { 95 vec3.set = function(out, x, y, z) { function 110 vec3.add = function(out, a, b) { 125 vec3.subtract = function(out, a, b) { 136 vec3.sub = vec3.subtract; 146 vec3.multiply = function(out, a, b) { [all …]
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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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/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/deqp/data/gles3/shaders/ |
D | arrays.test | 24 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ]; 25 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ]; 38 out0 = vec3(x[0], x[1], x[2]); 170 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ]; 171 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ]; 188 vec3 v; 191 test a = test(in0.z, vec3(in0.x, in0.y, in0.z)); 192 test b = test(in0.y, vec3(-in0.z, -in0.x, -in0.y)); 193 test c = test(in0.x, vec3(-in0.y, in0.z, -in0.x)); 197 out0 = vec3(x[0].f, x[1].v.y, x[2].v.x); [all …]
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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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/external/mesa3d/src/glsl/builtins/ir/ |
D | smoothstep.ir | 29 (signature vec3 33 (declare (in) vec3 x)) 34 ((declare () vec3 t) 36 (expression vec3 max 37 (expression vec3 min 38 …(expression vec3 / (expression vec3 - (var_ref x) (var_ref edge0)) (expression float - (var_ref ed… 41 …(return (expression vec3 * (var_ref t) (expression vec3 * (var_ref t) (expression vec3 - (constant… 72 (signature vec3 74 (declare (in) vec3 edge0) 75 (declare (in) vec3 edge1) [all …]
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D | asin.ir | 56 (signature vec3 58 (declare (in) vec3 x)) 59 ((return (expression vec3 * 60 (expression vec3 sign (var_ref x)) 61 (expression vec3 - 63 (expression vec3 * 64 (expression vec3 sqrt 65 (expression vec3 - 67 (expression vec3 abs (var_ref x)))) 68 (expression vec3 + [all …]
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/external/deqp/data/gles31/shaders/ |
D | arrays_of_arrays.test | 17 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ]; 18 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ]; 33 out0 = vec3(x[0][0], x[1][1], x[2][2]); 206 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ]; 207 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ]; 222 vec3 v; 225 Test a = Test(in0.z, vec3(in0.x, in0.y, in0.z)); 226 Test b = Test(in0.y, vec3(-in0.z, -in0.x, -in0.y)); 227 Test c = Test(in0.x, vec3(-in0.y, in0.z, -in0.x)); 233 out0 = vec3(x[0][0].f, x[0][1].v.y, x[2][1].v.x); [all …]
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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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/external/deqp/data/gles2/shaders/ |
D | swizzles.test | 94 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3… 241 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3… 388 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3… 450 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… 471 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… 492 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… 513 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… 534 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… 535 …output vec3 out0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | v… 555 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec… [all …]
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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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