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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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/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/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/
Dmrtscene.frag6 uniform vec3 u_viewPos;
17 vec3 lightPosition;
18 vec3 lightColor;
26 vec3 normal = normalize(texture(u_normalTexture, v_texCoords).xyz);
27 //vec3 position = texture(u_positionTexture, v_texCoords).xyz;
40 vec3 lighting = diffuse.xyz * 0.3; //ambient
41 vec3 viewDir = normalize(u_viewPos - position.xyz);
43 vec3 halfview;
47 vec3 globalLightColor = vec3(1.0);
48 vec3 spotLightColor = vec3(1.0);
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Dlights.glsl20 varying vec3 v_lightAmbient;
21 varying vec3 v_lightDiffuse;
22 varying vec3 v_lightSpecular;
24 vec3 g_lightAmbient = vec3(0.0);
25 vec3 g_lightDiffuse = vec3(0.0);
26 vec3 g_lightSpecular = vec3(0.0);
63 float calculateFog(const in vec3 distance, const in float camW) {
87 #define getAmbient(normal) (vec3(0.0))
98 uniform vec3 u_ambientLight;
101 #define getAmbientLight() (vec3(0.0))
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Dtest.glsl10 varying vec3 v_lightDir;
11 varying vec3 v_lightCol;
12 varying vec3 v_viewDir;
13 varying vec3 v_ambientLight;
15 varying vec3 v_reflect;
38 vec3 viewDir = normalize(u_cameraPosition.xyz - g_position.xyz);
67 varying vec3 v_lightDir;
68 varying vec3 v_lightCol;
69 varying vec3 v_viewDir;
70 varying vec3 v_ambientLight;
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Dlight_gouraud.glsl8 …void applyLights(const in vec4 position, const in vec3 viewVec, const in vec3 normal, const in flo…
35 void applyDiffuseDirectionalLights(inout vec3 diffuse, const in vec3 normal) {
37 vec3 lightDir = -u_dirLights[i].direction;
44 …iffuseAndSpecularDirectionalLights(inout vec3 diffuse, inout vec3 specular, const in vec3 viewVec,…
46 vec3 lightDir = -u_dirLights[i].direction;
76 void applyDiffusePointLights(inout vec3 diffuse, const in vec3 pos, const in vec3 normal) {
78 vec3 lightDir = u_pointLights[i].position - pos;
87 void applyDiffusePointLights(inout vec3 diffuse, const in vec4 pos, const in vec3 normal) {
91 …seAndSpecularPointLights(inout vec3 diffuse, inout vec3 specular, const in vec3 pos, const in vec3
93 vec3 lightDir = u_pointLights[i].position - pos;
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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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/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/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
Dmain.fragment.glsl32 varying vec3 v_viewVec;
38 varying vec3 v_binormal;
39 varying vec3 v_tangent;
50 vec3 color;
51 vec3 direction;
64 vec3 color;
65 vec3 position;
77 vec3 color;
78 vec3 position;
79 vec3 direction;
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Dpass2.fragment.glsl30 varying vec3 v_viewVec;
36 varying vec3 v_binormal;
37 varying vec3 v_tangent;
44 uniform vec3 u_lightColor;
45 uniform vec3 u_lightDirection;
48 uniform vec3 u_lightPosition;
54 varying vec3 v_pos;
57 varying vec3 v_normal;
78 vec3 depth = (v_shadowMapUv.xyz / v_shadowMapUv.w)*0.5+0.5;
83 vec3 normal = normalize(texture2D(u_normalTexture, v_normalUV).rgb * 2.0 - 1.0);
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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/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
Dparticles.vertex.glsl15 attribute vec3 a_position;
29 uniform vec3 u_cameraInvDirection;
30 uniform vec3 u_cameraRight;
31 uniform vec3 u_cameraUp;
34 uniform vec3 u_cameraPosition;
35 uniform vec3 u_cameraUp;
38 uniform vec3 u_cameraPosition;
39 attribute vec3 a_direction;
45 vec3 right = u_cameraRight;
46 vec3 up = u_cameraUp;
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/external/vulkan-validation-layers/demos/smoke/
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;
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;
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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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/
Dmain.fragment.glsl39 varying vec3 v_viewVec;
45 varying vec3 v_binormal;
46 varying vec3 v_tangent;
59 vec3 color;
60 vec3 direction;
82 vec3 color;
83 vec3 position;
95 vec3 color;
96 vec3 position;
97 vec3 direction;
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