/external/mesa3d/src/glsl/builtins/profiles/ |
D | 100.glsl | 6 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); [all …]
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D | 110.glsl | 6 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); [all …]
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D | 120.glsl | 6 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); [all …]
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D | 140.glsl | 6 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); [all …]
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D | 130.glsl | 6 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); [all …]
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D | ARB_shader_texture_lod.glsl | 5 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); [all …]
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/ |
D | vec2.js | 27 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) { [all …]
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/ |
D | vec2-spec.js | 22 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); }); [all …]
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
D | ssao.frag | 1 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){ [all …]
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D | ssao15.frag | 6 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; [all …]
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D | ssaoBlur.frag | 4 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); [all …]
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D | ssaoBlur15.frag | 6 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); [all …]
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/external/mesa3d/src/glsl/builtins/ir/ |
D | smoothstep.ir | 15 (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) [all …]
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D | asin.ir | 29 (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 + [all …]
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D | tanh.ir | 12 (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))))))))
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D | mix.ir | 9 (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 [all …]
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/external/deqp/external/vulkancts/data/vulkan/draw/ |
D | VertexFetchInstancedFirstInstance.vert | 13 vec2 perVertex = vec2(in_position.x, in_position.y); 14 …vec2 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…
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D | VertexFetchInstanced.vert | 13 vec2 perVertex = vec2(in_position.x, in_position.y); 14 …vec2 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…
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Shadow.glsllib | 15 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); [all …]
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/external/deqp/data/gles2/shaders/ |
D | conversions.test | 212 … vec2 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); 410 …vec2 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); [all …]
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/external/deqp/data/gles31/shaders/ |
D | implicit_conversions.test | 60 …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); [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
D | HGaussianBlur.frag | 5 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;
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D | VGaussianBlur.frag | 4 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;
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
D | a_attributes.glsl | 59 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; [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
D | PostShadowPSSM.frag | 48 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)); [all …]
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