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Searched refs:vec3 (Results 1 – 25 of 41) sorted by relevance

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/frameworks/av/media/libstagefright/renderfright/gl/
DGLSkiaShadowPort.cpp232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts()
251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts()
256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts()
261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts()
266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts()
271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts()
276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts()
281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts()
286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts()
299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts()
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DGLShadowVertexGenerator.cpp33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator()
71 Mesh::VertexArray<vec3>& params) const { in fillVertices()
80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
DGLShadowVertexGenerator.h42 const vec4& spotColor, const vec3& lightPosition, float lightRadius);
48 Mesh::VertexArray<vec3>& params) const;
DGLSkiaShadowPort.h62 const vec3& lightPosition, float lightRadius);
75 Mesh::VertexArray<vec3> shadowParams);
/frameworks/native/libs/math/tests/
Dvec_test.cpp33 vec3& v3(v4.xyz); in TEST_F()
36 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); in TEST_F()
72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F()
106 v0.xyz = vec3(1, 2, 3); in TEST_F()
238 vec3 east(1, 0, 0); in TEST_F()
239 vec3 north(0, 1, 0); in TEST_F()
240 vec3 up(cross(east, north)); in TEST_F()
241 EXPECT_EQ(up, vec3(0, 0, 1)); in TEST_F()
246 vec3 v0(1, 2, 3); in TEST_F()
247 vec3 vn(normalize(v0)); in TEST_F()
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Dmat_test.cpp202 mat3 m2(vec3(2)); in TEST_F()
213 mat3 m2(vec3(2)); in TEST_F()
236 EXPECT_EQ(mat3(vec3(-1, 0, 0), in TEST_F()
237 vec3(0, -1, 0), in TEST_F()
238 vec3(0, 0, -1)), m0); in TEST_F()
249 mat3 m1(vec3(1, 2, 3), vec3(4, 5, 6), vec3(7, 8, 9)); in TEST_F()
250 mat3 m2(vec3(1, 4, 7), vec3(2, 5, 8), vec3(3, 6, 9)); in TEST_F()
253 EXPECT_EQ(vec3(1, 5, 9), diag(m1)); in TEST_F()
257 mat3 m3(vec3(4, 3, 0), vec3(3, 2, 0), vec3(0, 0, 1)); in TEST_F()
/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/
Dsimplex3d.agsl30 vec3 hash(vec3 p) {
46 return vec3(sin(float(v.x)), cos(float(v.y)), sin(float(v.z)));
57 half simplex3d(vec3 p) {
59 vec3 s = floor(p + (p.x + p.y + p.z) * SKEW);
62 vec3 u = s - (s.x + s.y + s.z) * UNSKEW;
66 vec3 c0 = p - u;
90 // Encode x0-y0, y0-z0, z0-x0 in a vec3
91 vec3 en = c0 - c0.yzx;
94 en = step(vec3(0.), en);
97 vec3 offset1 = en * (1. - en.zxy); // find max
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Drain_constants.agsl19 const vec3 highlightColor = vec3(1.); // white
21 const vec3 contactShadowColor = vec3(0.); // black
23 const vec3 dropTint = vec3(1.); // white
Dutils.agsl89 vec3 normalBlend(vec3 b, vec3 f, float o) {
93 vec3 normalBlendWithWhiteSrc(vec3 b, float o) {
107 vec3 normalBlendNotPremultiplied(vec3 b, vec3 f, float o) {
Dsimplex2d.agsl53 vec3 w = max(0.5 - vec3(dot(v0, v0), dot(v1, v1), dot(v2, v2)), 0.0);
56 vec3 n = w * vec3(dot(v0, g0), dot(v1, g1), dot(v2, g2));
58 return dot(n, vec3(32.0));
Dcolor_grading_lut.agsl54 vec3 colorTmp = color.rgb * SLICE_LAST_IDX;
57 vec3 colorFloor = floor(colorTmp) * SLICE_LAST_IDX_INV;
64 vec3 colorCeil = ceil(colorTmp) * SLICE_LAST_IDX_INV;
Drain_glass_layer.agsl65 vec3 staticRain = generateStaticGlassRain(uv, screenAspectRatio, time, intensity);
78 vec3 sampledColor = texture.eval(fragCoord + uvDiffractionOffsets * s).rgb;
Drain_shower_layer.agsl41 vec3 drawSplashes(vec2 uv, vec2 fragCoord, vec3 color) {
/frameworks/native/libs/ui/include/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
104 vec3 transform(const vec3& v) const;
120 vec3 v[3];
121 inline const vec3& operator [] (size_t i) const { return v[i]; }
122 inline vec3& operator [] (size_t i) { return v[i]; }
DShadowSettings.h40 vec3 lightPos = vec3();
/frameworks/native/libs/ui/include_vndk/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
104 vec3 transform(const vec3& v) const;
120 vec3 v[3];
121 inline const vec3& operator [] (size_t i) const { return v[i]; }
122 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/include/ui/
DTransform.h73 const vec3& operator [] (size_t i) const; // returns column i
104 vec3 transform(const vec3& v) const;
120 vec3 v[3];
121 inline const vec3& operator [] (size_t i) const { return v[i]; }
122 inline vec3& operator [] (size_t i) { return v[i]; }
/frameworks/native/services/surfaceflinger/Effects/
DDaltonizer.cpp95 const vec3& lms_r(rgb2lms[0].rgb); in update()
97 const vec3& lms_b(rgb2lms[2].rgb); in update()
99 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
104 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia in update()
105 const vec3 p1 = cross(lms_w, lms_r); // tritanopia in update()
/frameworks/base/core/res/res/raw/
Dcolor_fade_frag.frag12 vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
/frameworks/native/libs/tonemap/include/tonemap/
Dtonemap.h81 vec3 linearRGB;
83 vec3 xyz;
/frameworks/native/libs/renderengine/tests/
DRenderEngineTest.cpp75 vec3 EOTF_PQ(vec3 color) { in EOTF_PQ()
76 return vec3(EOTF_PQ(color.r), EOTF_PQ(color.g), EOTF_PQ(color.b)); in EOTF_PQ()
86 vec3 EOTF_HLG(vec3 color) { in EOTF_HLG()
87 return vec3(EOTF_HLG(color.r), EOTF_HLG(color.g), EOTF_HLG(color.b)); in EOTF_HLG()
98 vec3 OETF_sRGB(vec3 linear) { in OETF_sRGB()
99 return vec3(sign(linear.r) * OETF_sRGB(linear.r), sign(linear.g) * OETF_sRGB(linear.g), in OETF_sRGB()
453 shadow.lightPos = vec3(casterPos.x, casterPos.y, 0); in getShadowSettings()
596 void tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf,
597 std::function<vec3(vec3, float)> scaleOotf);
1393 void RenderEngineTest::tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf, in tonemap() argument
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/frameworks/native/services/surfaceflinger/tests/
DBufferGeneratorShader.h347 static const android::vec3 SPHERICAL_HARMONICS[4] =
/frameworks/native/libs/ui/
DTransform.cpp109 const vec3& Transform::operator [] (size_t i) const { in operator []()
152 vec3& v(mMatrix[i]); in reset()
237 vec3 Transform::transform(const vec3& v) const { in transform()
238 vec3 r; in transform()
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dtypes.h29 using vec3 = vec3f; variable
/frameworks/av/media/libstagefright/renderfright/include/renderengine/
DLayerSettings.h116 vec3 lightPos = vec3();

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