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Searched refs:vec3 (Results 1 – 25 of 261) sorted by relevance

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/external/mesa3d/src/glsl/builtins/profiles/
D110.glsl7 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);
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D100.glsl7 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);
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D120.glsl7 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);
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D130.glsl7 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);
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D140.glsl7 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);
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D130.frag12 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);
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D140.frag11 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);
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DARB_shader_texture_lod.glsl12 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);
/external/chromium-trace/trace-viewer/tracing/third_party/gl-matrix/spec/gl-matrix/
Dvec3-spec.js24 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);
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/external/chromium-trace/trace-viewer/tracing/third_party/gl-matrix/src/gl-matrix/
Dvec3.js27 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) {
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
DLighting.vert24 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;
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DDeferred.frag11 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);
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DLighting.frag11 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);
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DCommon.glsllib1 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);
DHdr.glsllib2 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){
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DLighting.glsllib10 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;
/external/deqp/data/gles3/shaders/
Darrays.test24 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);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
DWater.frag16 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);
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DWater15.frag20 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);
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/external/mesa3d/src/glsl/builtins/ir/
Dsmoothstep.ir29 (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)
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Dasin.ir56 (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 +
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/external/deqp/data/gles31/shaders/
Darrays_of_arrays.test17 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);
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrainLighting.vert12 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){
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/external/deqp/data/gles2/shaders/
Dswizzles.test94 …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…
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/external/jmonkeyengine/engine/src/networking/com/jme3/network/serializing/serializers/
DVector3Serializer.java15 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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