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Searched refs:vec3 (Results 1 – 25 of 251) 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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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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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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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);
D120.frag10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
19 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
28 vec3 dFdx(vec3 p);
33 vec3 dFdy(vec3 p);
38 vec3 fwidth(vec3 p);
D110.frag11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
20 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
29 vec3 dFdx(vec3 p);
34 vec3 dFdy(vec3 p);
39 vec3 fwidth(vec3 p);
/external/chromium-trace/catapult/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/catapult/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/deqp/external/vulkancts/data/vulkan/glsl/es310/
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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Dswizzles.test103 …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
264 …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
425 …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
493 …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…
516 …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…
539 …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…
562 …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…
585 …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…
586 …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…
608 …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/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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Dswizzles.test103 …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
264 …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
425 …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
493 …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…
516 …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…
539 …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…
562 …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…
585 …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…
586 …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…
608 …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/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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Dtanh.ir22 (signature vec3
24 (declare (in) vec3 x))
25 ((return (expression vec3 /
26 (expression vec3 -
27 (expression vec3 exp (var_ref x))
28 (expression vec3 exp (expression vec3 neg (var_ref x))))
29 (expression vec3 +
30 (expression vec3 exp (var_ref x))
31 (expression vec3 exp (expression vec3 neg (var_ref x))))))))
/external/vulkan-validation-layers/demos/smoke/
DSmoke.vert3 layout(location = 0) in vec3 in_pos;
4 layout(location = 1) in vec3 in_normal;
7 vec3 light_pos;
8 vec3 light_color;
13 out vec3 color;
17 vec3 world_light = vec3(params.model * vec4(params.light_pos, 1.0));
18 vec3 world_pos = vec3(params.model * vec4(in_pos, 1.0));
19 vec3 world_normal = mat3(params.model) * in_normal;
21 vec3 light_dir = world_light - world_pos;
DSmoke.push_constant.vert3 layout(location = 0) in vec3 in_pos;
4 layout(location = 1) in vec3 in_normal;
7 vec3 light_pos;
8 vec3 light_color;
13 out vec3 color;
17 vec3 world_light = vec3(params.model * vec4(params.light_pos, 1.0));
18 vec3 world_pos = vec3(params.model * vec4(in_pos, 1.0));
19 vec3 world_normal = mat3(params.model) * in_normal;
21 vec3 light_dir = world_light - world_pos;
DSimulation.cpp85 glm::vec3 pick() in pick()
87 return glm::vec3{ red_(rng_), in pick()
110 current_.axis = glm::normalize(glm::vec3(x, y, z)); in Animation()
115 current_.matrix = glm::scale(glm::mat4(1.0f), glm::vec3(current_.scale)); in Animation()
128 virtual glm::vec3 evaluate(float t) = 0;
148 glm::vec3 evaluate(float t) in evaluate()
163 segment_direction_ = glm::vec3(direction_(rng_), in new_segment()
179 glm::vec3 segment_start_;
180 glm::vec3 segment_direction_;
184 glm::vec3 unit_dir_;
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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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Dimplicit_conversions.test82 …output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5…
93 out0 = in0 + vec3(1.0, 2.0, 3.0);
236 …output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9…
247 out0 = in0 + vec3(1.0, 2.0, 3.0);
368 output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ];
379 out0 = in0 + vec3(1.0, 2.0, 3.0);
390 output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ];
401 out0 = in0 + vec3(1.0, 2.0, 3.0);
526 …output vec3 out0 = [ vec3(1.0, 0.0, -1.0) | vec3(0.0, -1.0, -2.0) | vec3(0.0, -1.0, -2.0) | vec3(2…
537 out0 = in0 - vec3(1.0, 2.0, 3.0);
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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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