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Searched refs:eye (Results 1 – 25 of 78) sorted by relevance

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/external/mesa3d/src/mesa/tnl/
Dt_vb_texgen.c102 const GLvector4f *eye ) in build_m3() argument
104 GLuint stride = eye->stride; in build_m3()
105 GLfloat *coord = (GLfloat *)eye->start; in build_m3()
106 GLuint count = eye->count; in build_m3()
129 const GLvector4f *eye ) in build_m2() argument
131 GLuint stride = eye->stride; in build_m2()
132 GLfloat *coord = eye->start; in build_m2()
133 GLuint count = eye->count; in build_m2()
159 const GLvector4f *eye );
178 const GLvector4f *eye ) in build_f3() argument
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Dt_rasterpos.c377 GLfloat eye[4], clip[4], ndc[3], d; in _tnl_RasterPos() local
382 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); in _tnl_RasterPos()
384 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); in _tnl_RasterPos()
432 SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); in _tnl_RasterPos()
466 compute_texgen(ctx, vObj, eye, norm, u, tc); in _tnl_RasterPos()
Dt_vb_vertex.c43 GLvector4f eye; member
156 VB->EyePtr = TransformRaw( &store->eye, in run_vertex_stage()
244 _mesa_vector4f_alloc( &store->eye, 0, size, 32 ); in init_vertex_stage()
251 !store->eye.data || in init_vertex_stage()
264 _mesa_vector4f_free( &store->eye ); in dtr()
/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
Dd3d11gears.hlsl47 float3 eye : EYE;
58 result.eye = -view;
70 …float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_…
/external/vulkan-validation-layers/demos/smoke/
DSmoke.h100 Camera(float eye) : eye_pos(eye) {} in Camera()
/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
Dd3d11spikysphere.cpp180 D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time)); in draw() local
183 D3DXMatrixLookAtLH(&view, &eye, &at, &up); in draw()
/external/clang/test/SemaCXX/
Dinit-priority-attr.cpp10 int eye( void ) { return i; }; in eye() function in Two
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/
Dmat4-spec.js557 var eye = [0, 0, 1];
610 eye = [0, 0, 1];
613 result = mat4.lookAt(out, eye, center, up);
/external/mesa3d/src/mesa/drivers/dri/radeon/
Dradeon_state_init.c546 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 1 ); in radeonInitState()
624 rmesa->hw.eye.cmd[EYE_CMD_0] = in radeonInitState()
651 rmesa->hw.eye.emit = vec_emit; in radeonInitState()
912 rmesa->hw.eye.cmd[EYE_X] = 0; in radeonInitState()
913 rmesa->hw.eye.cmd[EYE_Y] = 0; in radeonInitState()
914 rmesa->hw.eye.cmd[EYE_Z] = IEEE_ONE; in radeonInitState()
915 rmesa->hw.eye.cmd[EYE_RESCALE_FACTOR] = IEEE_ONE; in radeonInitState()
Dradeon_context.h323 struct radeon_state_atom eye; /* eye pos */ member
/external/vulkan-validation-layers/demos/
Dlinmath.h396 static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) { in mat4x4_look_at() argument
404 vec3_sub(f, center, eye); in mat4x4_look_at()
434 mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); in mat4x4_look_at()
/external/vulkan-validation-layers/libs/glm/gtc/
Dmatrix_transform.inl405 detail::tvec3<T, P> const & eye, argument
410 detail::tvec3<T, P> f(normalize(center - eye));
424 Result[3][0] =-dot(s, eye);
425 Result[3][1] =-dot(u, eye);
426 Result[3][2] = dot(f, eye);
Dmatrix_transform.hpp285 detail::tvec3<T, P> const & eye,
/external/mesa3d/src/mesa/drivers/dri/r200/
Dr200_state_init.c713 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 0 ); in r200InitState()
835 rmesa->hw.eye.emit = vec_emit; in r200InitState()
872 rmesa->hw.eye.cmd[EYE_CMD_0] = in r200InitState()
1258 rmesa->hw.eye.cmd[EYE_X] = 0; in r200InitState()
1259 rmesa->hw.eye.cmd[EYE_Y] = 0; in r200InitState()
1260 rmesa->hw.eye.cmd[EYE_Z] = IEEE_ONE; in r200InitState()
1261 rmesa->hw.eye.cmd[EYE_RESCALE_FACTOR] = IEEE_ONE; in r200InitState()
Dr200_context.h507 struct radeon_state_atom eye; /* eye pos */ member
/external/mesa3d/src/mesa/main/
Dffvertex_prog.c778 struct ureg eye = get_eye_position(p); in get_eye_position_normalized() local
780 emit_normalize_vec3(p, p->eye_position_normalized, eye); in get_eye_position_normalized()
1456 struct ureg eye = get_eye_position(p); in build_texture_transform() local
1462 eye, plane ); in build_texture_transform()
1529 struct ureg eye = get_eye_position_z(p); in build_atten_pointsize() local
1536 emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z)); in build_atten_pointsize()
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DDepthOfField.frag24 // z = distance from the eye to the object
/external/skia/site/dev/contrib/
Dc++11.md30 so we cannot rely on that. Our bots disable this too, so keep an eye on TSAN.
/external/skia/site/dev/sheriffing/
Dindex.md26 A sheriff keeps an eye on the tree, DEPS rolls, Gold tool and the Perf tool.
115 …to the commit author if they are available). If you do revert then keep an eye on the next DEPS ro…
/external/eigen/doc/
DAsciiQuickReference.txt36 MatrixXd::Identity(rows,cols) // eye(rows,cols)
37 C.setIdentity(rows,cols) // C = eye(rows,cols)
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/
Dmat4.js1181 mat4.lookAt = function (out, eye, center, up) { argument
1183 eyex = eye[0],
1184 eyey = eye[1],
1185 eyez = eye[2],
/external/libexif/po/
Den_AU.po140 msgid "Red-eye reduction"
141 msgstr "Red-eye reduction"
148 msgid "Auto, red-eye reduction"
149 msgstr "Auto, red-eye reduction"
153 msgid "On, red-eye reduction"
154 msgstr "On, red-eye reduction"
2154 msgid "Flash fired, red-eye reduction mode"
2155 msgstr "Flash fired, red-eye reduction mode"
2158 msgid "Flash fired, red-eye reduction mode, return light not detected"
2159 msgstr "Flash fired, red-eye reduction mode, return light not detected"
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Den_GB.po140 msgid "Red-eye reduction"
141 msgstr "Red-eye reduction"
148 msgid "Auto, red-eye reduction"
149 msgstr "Auto, red-eye reduction"
153 msgid "On, red-eye reduction"
154 msgstr "On, red-eye reduction"
2154 msgid "Flash fired, red-eye reduction mode"
2155 msgstr "Flash fired, red-eye reduction mode"
2158 msgid "Flash fired, red-eye reduction mode, return light not detected"
2159 msgstr "Flash fired, red-eye reduction mode, return light not detected"
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/external/icu/icu4c/source/data/locales/
Dln.txt122 "eye",
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
DWater.frag49 // Water transparency along eye vector.
111 // - eyeVec - normalized eye vector

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