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/external/mesa3d/src/glsl/builtins/profiles/
D100.glsl6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle);
31 vec2 asin(vec2 angle);
36 vec2 acos(vec2 angle);
41 vec2 atan(vec2 y, vec2 x);
46 vec2 atan(vec2 y_over_x);
54 vec2 pow(vec2 x, vec2 y);
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D110.glsl6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle);
31 vec2 asin(vec2 angle);
36 vec2 acos(vec2 angle);
41 vec2 atan(vec2 y, vec2 x);
46 vec2 atan(vec2 y_over_x);
54 vec2 pow(vec2 x, vec2 y);
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D120.glsl6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle);
31 vec2 asin(vec2 angle);
36 vec2 acos(vec2 angle);
41 vec2 atan(vec2 y, vec2 x);
46 vec2 atan(vec2 y_over_x);
54 vec2 pow(vec2 x, vec2 y);
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D140.glsl6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle);
31 vec2 asin(vec2 angle);
36 vec2 acos(vec2 angle);
41 vec2 atan(vec2 y, vec2 x);
46 vec2 atan(vec2 y_over_x);
51 vec2 sinh(vec2 x);
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D130.glsl6 vec2 radians(vec2 degrees);
11 vec2 degrees(vec2 radians);
16 vec2 sin(vec2 angle);
21 vec2 cos(vec2 angle);
26 vec2 tan(vec2 angle);
31 vec2 asin(vec2 angle);
36 vec2 acos(vec2 angle);
41 vec2 atan(vec2 y, vec2 x);
46 vec2 atan(vec2 y_over_x);
51 vec2 sinh(vec2 x);
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DARB_shader_texture_lod.glsl5 vec2 P, float dPdx, float dPdy);
10 vec2 P, vec2 dPdx, vec2 dPdy);
12 vec3 P, vec2 dPdx, vec2 dPdy);
14 vec4 P, vec2 dPdx, vec2 dPdy);
30 vec3 P, vec2 dPdx, vec2 dPdy);
32 vec4 P, vec2 dPdx, vec2 dPdy);
36 vec2 P, vec2 dPdx, vec2 dPdy);
38 vec3 P, vec2 dPdx, vec2 dPdy);
40 vec4 P, vec2 dPdx, vec2 dPdy);
43 vec3 P, vec2 dPdx, vec2 dPdy);
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/
Dvec2.js27 var vec2 = {}; variable
34 vec2.create = function() {
47 vec2.clone = function(a) {
61 vec2.fromValues = function(x, y) {
75 vec2.copy = function(out, a) {
89 vec2.set = function(out, x, y) { function
103 vec2.add = function(out, a, b) {
117 vec2.subtract = function(out, a, b) {
127 vec2.sub = vec2.subtract;
137 vec2.multiply = function(out, a, b) {
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/
Dvec2-spec.js22 var vec2 = require("../../src/gl-matrix/vec2.js");
29 beforeEach(function() { result = vec2.create(); });
34 beforeEach(function() { result = vec2.clone(vecA); });
39 beforeEach(function() { result = vec2.fromValues(1, 2); });
44 beforeEach(function() { result = vec2.copy(out, vecA); });
50 beforeEach(function() { result = vec2.set(out, 1, 2); });
57 beforeEach(function() { result = vec2.add(out, vecA, vecB); });
66 beforeEach(function() { result = vec2.add(vecA, vecA, vecB); });
74 beforeEach(function() { result = vec2.add(vecB, vecA, vecB); });
83 … it("should have an alias called 'sub'", function() { expect(vec2.sub).toEqual(vec2.subtract); });
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
Dssao.frag1 uniform vec2 g_Resolution;
2 uniform vec2 m_FrustumNearFar;
13 uniform vec2[4] m_Samples;
15 varying vec2 texCoord;
19 vec3 getPosition(in vec2 uv){
31 vec3 getNormal(in vec2 uv){
35 vec2 getRandom(in vec2 uv){
37 return normalize(vec2(rand,rand));
40 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
61 vec2 reflection(in vec2 v1,in vec2 v2){
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Dssao15.frag6 uniform vec2 g_Resolution;
7 uniform vec2 m_FrustumNearFar;
15 uniform vec2[4] m_Samples;
17 in vec2 texCoord;
21 vec3 getPosition(in vec2 uv){
33 vec3 getNormal(in vec2 uv){
37 vec2 getRandom(in vec2 uv){
44 float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){
53 vec2 reflection(in vec2 v1,in vec2 v2){
54 vec2 result= 2.0 * dot(v2, v1) * v2;
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DssaoBlur.frag4 uniform vec2 g_Resolution;
9 uniform vec2 m_FrustumNearFar;
11 varying vec2 texCoord;
27 float readDepth(in vec2 uv){
41 vec2 sample;
48 sample = texCoord + vec2(i,j) / g_Resolution;
75 vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale);
81 sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale);
87 sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale);
93 sample = vec2(x - 1.0 * xScale, y - 1.0 * yScale);
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DssaoBlur15.frag6 uniform vec2 g_Resolution;
11 uniform vec2 m_FrustumNearFar;
13 in vec2 texCoord;
28 float readDepth(in vec2 uv){
42 vec2 sample;
49 sample = texCoord + vec2(i,j) / g_Resolution;
76 vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale);
82 sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale);
88 sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale);
94 sample = vec2(x - 1.0 * xScale, y - 1.0 * yScale);
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/external/mesa3d/src/glsl/builtins/ir/
Dsmoothstep.ir15 (signature vec2
19 (declare (in) vec2 x))
20 ((declare () vec2 t)
22 (expression vec2 max
23 (expression vec2 min
24 …(expression vec2 / (expression vec2 - (var_ref x) (var_ref edge0)) (expression float - (var_ref ed…
27 …(return (expression vec2 * (var_ref t) (expression vec2 * (var_ref t) (expression vec2 - (constant…
58 (signature vec2
60 (declare (in) vec2 edge0)
61 (declare (in) vec2 edge1)
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Dasin.ir29 (signature vec2
31 (declare (in) vec2 x))
32 ((return (expression vec2 *
33 (expression vec2 sign (var_ref x))
34 (expression vec2 -
36 (expression vec2 *
37 (expression vec2 sqrt
38 (expression vec2 -
40 (expression vec2 abs (var_ref x))))
41 (expression vec2 +
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Dtanh.ir12 (signature vec2
14 (declare (in) vec2 x))
15 ((return (expression vec2 /
16 (expression vec2 -
17 (expression vec2 exp (var_ref x))
18 (expression vec2 exp (expression vec2 neg (var_ref x))))
19 (expression vec2 +
20 (expression vec2 exp (var_ref x))
21 (expression vec2 exp (expression vec2 neg (var_ref x))))))))
Dmix.ir9 (signature vec2
11 (declare (in) vec2 arg0)
12 (declare (in) vec2 arg1)
13 (declare (in) vec2 arg2))
14 …urn (expression vec2 + (expression vec2 * (var_ref arg0) (expression vec2 - (constant float (1.000…
30 (signature vec2
32 (declare (in) vec2 arg0)
33 (declare (in) vec2 arg1)
35 …rn (expression vec2 + (expression vec2 * (var_ref arg0) (expression float - (constant float (1.000…
59 (signature vec2
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/external/deqp/external/vulkancts/data/vulkan/draw/
DVertexFetchInstancedFirstInstance.vert13 vec2 perVertex = vec2(in_position.x, in_position.y);
14vec2 perInstance[6] = vec2[6](vec2(0.7, -0.7), vec2(-0.75, 0.8), vec2(0.0, 0.0), vec2(0.3, 0.0), v…
DVertexFetchInstanced.vert13 vec2 perVertex = vec2(in_position.x, in_position.y);
14vec2 perInstance[6] = vec2[6](vec2(0.0, 0.0), vec2(0.3, 0.0), vec2(0.0, -0.3),vec2(0.3, -0.3), vec…
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DShadow.glsllib15 const vec2 pixSize2 = vec2(pixSize);
17 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
25 float Shadow_BorderCheck(in vec2 coord){
46 vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
47 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
48 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
49 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
50 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
56 const vec2 size = vec2(256.0);
57 const vec2 pixel = vec2(1.0) / vec2(256.0);
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/external/deqp/data/gles2/shaders/
Dconversions.test212vec2 out0 = [ vec2(0.0, 0.0) | vec2(1.0, 1.0) | vec2(2.0, 2.0) | vec2(3.5, 3.5) | vec2(-0.5, -0.5…
224 out0 = vec2(in0);
410vec2 out0 = [ vec2(0.0, 0.0) | vec2(1.0, 1.0) | vec2(2.0, 2.0) | vec2(5.0, 5.0) | vec2(8.0, 8.0) |…
422 out0 = vec2(in0);
608 output vec2 out0 = [ vec2(1.0, 1.0) | vec2(0.0, 0.0) ];
620 out0 = vec2(in0);
809 …input vec2 in0 = [ vec2(0.0, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
831 …input vec2 in0 = [ vec2(0.0, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
853 …input vec2 in0 = [ vec2(0.0, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
1417 vec2 in0 = vec2(0.0, 0.5);
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/external/deqp/data/gles31/shaders/
Dimplicit_conversions.test60 …output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0,…
71 out0 = in0 + vec2(1.0, 2.0);
214 …output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0…
225 out0 = in0 + vec2(1.0, 2.0);
302 output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ];
313 out0 = in0 + vec2(1.0, 2.0);
324 output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ];
335 out0 = in0 + vec2(1.0, 2.0);
504 …output vec2 out0 = [ vec2(1.0, 0.0) | vec2(0.0, -1.0) | vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(4.…
515 out0 = in0 - vec2(1.0, 2.0);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
DHGaussianBlur.frag5 varying vec2 texCoord;
13 sum += texture2D(m_Texture, vec2(texCoord.x- 4.0*blurSize, texCoord.y )) * 0.05;
14 sum += texture2D(m_Texture, vec2(texCoord.x- 3.0*blurSize, texCoord.y )) * 0.09;
15 sum += texture2D(m_Texture, vec2(texCoord.x - 2.0*blurSize, texCoord.y)) * 0.12;
16 sum += texture2D(m_Texture, vec2(texCoord.x- blurSize, texCoord.y )) * 0.15;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16;
18 sum += texture2D(m_Texture, vec2(texCoord.x+ blurSize, texCoord.y )) * 0.15;
19 sum += texture2D(m_Texture, vec2(texCoord.x+ 2.0*blurSize, texCoord.y )) * 0.12;
20 sum += texture2D(m_Texture, vec2(texCoord.x+ 3.0*blurSize, texCoord.y )) * 0.09;
21 sum += texture2D(m_Texture, vec2(texCoord.x+ 4.0*blurSize, texCoord.y )) * 0.05;
DVGaussianBlur.frag4 varying vec2 texCoord;
14 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 4.0*blurSize)) * 0.05;
15 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 3.0*blurSize)) * 0.09;
16 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - 2.0*blurSize)) * 0.12;
17 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y - blurSize)) * 0.15;
18 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y)) * 0.16;
19 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + blurSize)) * 0.15;
20 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 2.0*blurSize)) * 0.12;
21 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 3.0*blurSize)) * 0.09;
22 sum += texture2D(m_Texture, vec2(texCoord.x, texCoord.y + 4.0*blurSize)) * 0.05;
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/
Da_attributes.glsl59 attribute vec2 a_texCoord0;
67 attribute vec2 a_texCoord1;
75 attribute vec2 a_texCoord2;
83 attribute vec2 a_texCoord3;
91 attribute vec2 a_texCoord4;
99 attribute vec2 a_texCoord5;
107 attribute vec2 a_texCoord6;
115 attribute vec2 a_texCoord7;
133 attribute vec2 a_boneWeight0;
141 attribute vec2 a_boneWeight1;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
DPostShadowPSSM.frag48 const vec2 pixSize2 = vec2(pixSize);
50 float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){
59 float Shadow_BorderCheck(in vec2 coord){
68 vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
69 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
70 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
71 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
72 shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
79 gather.x = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 0.0));
80 gather.y = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(1.0, 0.0));
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