/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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D | RadialBlur.frag | 5 varying vec2 texCoord; 13 // so substracting texCoord from it will result in 15 vec2 dir = 0.5 - texCoord; 25 vec4 colorRes = texture2D(m_Texture,texCoord); 33 sum += texture2D( m_Texture, texCoord + dir * m_Samples[i] * m_SampleDist );
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D | RadialBlur15.frag | 8 in vec2 texCoord; 17 // so substracting texCoord from it will result in 19 vec2 dir = 0.5 - texCoord; 29 vec4 colorRes = getColor(m_Texture,texCoord); 36 sum += getColor( m_Texture, texCoord + dir * m_Samples[i] * m_SampleDist );
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
D | tex3DThumb.frag | 5 varying vec2 texCoord; 8 float depthx=floor(texCoord.x); 9 float depthy=(m_Rows-1.0) - floor(texCoord.y); 10 //vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);// 12 vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
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D | TestTextureArray.java | 54 Vector3f[] texCoord = new Vector3f[8]; in simpleInitApp() local 55 texCoord[0] = new Vector3f(0, 0, 0); in simpleInitApp() 56 texCoord[1] = new Vector3f(1, 0, 0); in simpleInitApp() 57 texCoord[2] = new Vector3f(0, 1, 0); in simpleInitApp() 58 texCoord[3] = new Vector3f(1, 1, 0); in simpleInitApp() 60 texCoord[4] = new Vector3f(0, 0, 1); in simpleInitApp() 61 texCoord[5] = new Vector3f(1, 0, 1); in simpleInitApp() 62 texCoord[6] = new Vector3f(0, 1, 1); in simpleInitApp() 63 texCoord[7] = new Vector3f(1, 1, 1); in simpleInitApp() 68 m.setBuffer(Type.TexCoord, 3, BufferUtils.createFloatBuffer(texCoord)); in simpleInitApp()
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | TerrainLighting.frag | 10 varying vec2 texCoord; 195 vec4 calculateDiffuseBlend(in vec2 texCoord) { 196 vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy ); 199 vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy ); 202 vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy ); 205 vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale); 208 vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale); 211 vec4 diffuseColor2 = texture2D(m_DiffuseMap_2, texCoord * m_DiffuseMap_2_scale); 214 vec4 diffuseColor3 = texture2D(m_DiffuseMap_3, texCoord * m_DiffuseMap_3_scale); 218 vec4 diffuseColor4 = texture2D(m_DiffuseMap_4, texCoord * m_DiffuseMap_4_scale); [all …]
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/external/deqp/modules/glshared/ |
D | glsTextureTestUtil.cpp | 585 void sampleTexture (const SurfaceAccess& dst, const tcu::Texture2DView& src, const float* texCoord,… in sampleTexture() argument 588 const tcu::Vec4 sq = tcu::Vec4(texCoord[0+0], texCoord[2+0], texCoord[4+0], texCoord[6+0]); in sampleTexture() 589 const tcu::Vec4 tq = tcu::Vec4(texCoord[0+1], texCoord[2+1], texCoord[4+1], texCoord[6+1]); in sampleTexture() 597 void sampleTexture (const SurfaceAccess& dst, const tcu::Texture1DView& src, const float* texCoord,… in sampleTexture() argument 600 const tcu::Vec4 sq = tcu::Vec4(texCoord[0], texCoord[1], texCoord[2], texCoord[3]); in sampleTexture() 696 …const SurfaceAccess& dst, const tcu::TextureCubeView& src, const float* texCoord, const ReferenceP… in sampleTexture() argument 699 const tcu::Vec4 sq = tcu::Vec4(texCoord[0+0], texCoord[3+0], texCoord[6+0], texCoord[9+0]); in sampleTexture() 700 const tcu::Vec4 tq = tcu::Vec4(texCoord[0+1], texCoord[3+1], texCoord[6+1], texCoord[9+1]); in sampleTexture() 701 const tcu::Vec4 rq = tcu::Vec4(texCoord[0+2], texCoord[3+2], texCoord[6+2], texCoord[9+2]); in sampleTexture() 745 …st SurfaceAccess& dst, const tcu::Texture2DArrayView& src, const float* texCoord, const ReferenceP… in sampleTexture() argument [all …]
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D | glsTextureTestUtil.hpp | 220 void renderQuad (int texUnit, const float* texCoord, TextureType texType); 221 void renderQuad (int texUnit, const float* texCoord, const RenderParams& params); 360 …urfaceAccess& dst, const tcu::ConstPixelBufferAccess& src, const float* texCoord, const tcu::Vec4&… 362 …(const SurfaceAccess& dst, const tcu::Texture2DView& src, const float* texCoord, const ReferenceP… 363 …onst SurfaceAccess& dst, const tcu::TextureCubeView& src, const float* texCoord, const ReferenceP… 364 …st SurfaceAccess& dst, const tcu::Texture2DArrayView& src, const float* texCoord, const ReferenceP… 365 …(const SurfaceAccess& dst, const tcu::Texture3DView& src, const float* texCoord, const ReferenceP… 366 … SurfaceAccess& dst, const tcu::TextureCubeArrayView& src, const float* texCoord, const ReferenceP… 367 …(const SurfaceAccess& dst, const tcu::Texture1DView& src, const float* texCoord, const ReferenceP… 368 …st SurfaceAccess& dst, const tcu::Texture1DArrayView& src, const float* texCoord, const ReferenceP… [all …]
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
D | SimpleTextured.frag | 3 varying vec2 texCoord; 8 //Texture_GetColor(m_ColorMap, texCoord) 9 //vec4 color = texture2D(m_ColorMap, texCoord); 14 vec3 newNorm = vec3(texture2D(m_ColorMap, texCoord).ag, 0.0); 20 gl_FragColor = vec4(texture2D(m_ColorMap, texCoord).a); 22 gl_FragColor = Texture_GetColor(m_ColorMap, texCoord);
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D | Particle.frag | 3 varying vec4 texCoord; 14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy); 16 vec2 uv = texCoord.xy;
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
D | ssao.frag | 15 varying vec2 texCoord; 54 return texture2D(m_Texture,texCoord)* vec4(result,result,result, 1.0); 56 return texture2D(m_Texture,texCoord); 74 vec3 position = getPosition(texCoord); 80 vec3 normal = getNormal(texCoord); 81 vec2 rand = getRandom(texCoord); 92 ao += doAmbientOcclusion(texCoord + coord1.xy * 0.25, position, normal); 93 ao += doAmbientOcclusion(texCoord + coord2 * 0.50, position, normal); 94 ao += doAmbientOcclusion(texCoord + coord1.xy * 0.75, position, normal); 95 ao += doAmbientOcclusion(texCoord + coord2 * 1.00, position, normal);
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D | ssao15.frag | 17 in vec2 texCoord; 66 vec3 position = getPosition(texCoord); 72 vec3 normal = getNormal(texCoord); 73 vec2 rand = getRandom(texCoord); 84 ao += doAmbientOcclusion(texCoord + coord1.xy * 0.25, position, normal); 85 ao += doAmbientOcclusion(texCoord + coord2 * 0.50, position, normal); 86 ao += doAmbientOcclusion(texCoord + coord1.xy * 0.75, position, normal); 87 ao += doAmbientOcclusion(texCoord + coord2 * 1.00, position, normal);
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D | ssaoBlur.frag | 11 varying vec2 texCoord; 20 return texture2D(m_Texture,texCoord)* color; 23 return texture2D(m_Texture,texCoord); 44 float Zp = readDepth(texCoord); 48 sample = texCoord + vec2(i,j) / g_Resolution; 65 float x = texCoord.x; 66 float y = texCoord.y; 72 float Zp =readDepth(texCoord); 157 // gl_FragColor=texture2D(m_SSAOMap,texCoord);
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D | ssaoBlur15.frag | 13 in vec2 texCoord; 21 return getColor(m_Texture,texCoord)* color; 24 return getColor(m_Texture,texCoord); 45 float Zp = readDepth(texCoord); 49 sample = texCoord + vec2(i,j) / g_Resolution; 66 float x = texCoord.x; 67 float y = texCoord.y; 73 float Zp =readDepth(texCoord); 158 // gl_FragColor=getColor(m_SSAOMap,texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Texture.glsllib | 3 vec3 Texture_GetNormal(in sampler2D normalMap, in vec2 texCoord){ 5 return Common_UnpackNormalLA( texture2D(normalMap, texCoord) ); 7 return Common_UnpackNormal( texture2D(normalMap, texCoord).rgb ); 18 vec4 Texture_GetColor(in sampler2D colorMap, in vec2 texCoord){ 20 vec4 color = texture2D(colorMap, texCoord); 39 return texture2D(colorMap, texCoord);
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D | Parallax.glsllib | 2 … vec2 steepParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale){ 28 vec2 vTexCurrentOffset = texCoord; 59 return texCoord - vParallaxOffset; 62 …vec2 classicParallaxOffset(sampler2D parallaxMap, vec3 vViewDir,vec2 texCoord,float parallaxScale)… 64 h = texture2D(parallaxMap, texCoord).a; 67 h = texture2D(parallaxMap, texCoord).a; 70 h = texture2D(parallaxMap, texCoord).r; 76 return texCoord + (h * normView.xy);
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D | Bump.glsllib | 9 vec2 Bump_DoOcclusionParallax(in sampler2D heightMap, in vec2 texCoord, in vec3 tanViewDir){ 41 vec2 Bump_DoParallax(in sampler2D heightMap, in vec2 texCoord, in vec3 tanViewDir){ 42 float h = texture2D(heightMap, texCoord).a * SCALE + BIAS; 43 return texCoord + h * tanViewDir.xy;
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
D | CartoonEdge.frag | 12 varying vec2 texCoord; 28 vec3 color = texture2D(m_Texture, texCoord).rgb; 32 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); 33 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); 34 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); 35 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
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D | CartoonEdge15.frag | 20 in vec2 texCoord; 31 vec3 color = getColor(m_Texture, texCoord).rgb; 34 vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); 35 vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); 36 vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); 37 vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
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D | LightScattering15.frag | 13 in vec2 texCoord; 19 vec4 colorRes= getColor(m_Texture,texCoord); 22 vec2 texCoo=texCoord-lightPos; 37 gl_FragColor= getColor(m_Texture,texCoord);
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D | LightScattering.frag | 10 varying vec2 texCoord; 16 vec4 colorRes= texture2D(m_Texture,texCoord); 19 vec2 texCoo=texCoord-lightPos; 34 gl_FragColor= texture2D(m_Texture,texCoord);
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D | bloomFinal.frag | 5 varying vec2 texCoord; 8 vec4 colorRes = texture2D(m_Texture, texCoord); 9 vec4 bloom = texture2D(m_BloomTex, texCoord);
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D | bloomFinal15.frag | 8 in vec2 texCoord; 11 vec4 colorRes = getColor(m_Texture,texCoord); 12 vec4 bloom = texture2D(m_BloomTex, texCoord);
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/external/jmonkeyengine/engine/src/test/jme3test/model/shape/ |
D | TestCustomMesh.java | 71 Vector2f [] texCoord = new Vector2f[4]; in simpleInitApp() local 72 texCoord[0] = new Vector2f(0,0); in simpleInitApp() 73 texCoord[1] = new Vector2f(1,0); in simpleInitApp() 74 texCoord[2] = new Vector2f(0,1); in simpleInitApp() 75 texCoord[3] = new Vector2f(1,1); in simpleInitApp() 82 m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord)); in simpleInitApp()
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