Home
last modified time | relevance | path

Searched refs:texCoord (Results 1 – 25 of 112) sorted by relevance

12345

/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;
DRadialBlur.frag5 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 );
DRadialBlur15.frag8 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 );
/external/jmonkeyengine/engine/src/test/jme3test/texture/
Dtex3DThumb.frag5 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);//
DTestTextureArray.java54 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()
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrainLighting.frag10 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 …]
/external/deqp/modules/glshared/
DglsTextureTestUtil.cpp585 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 …]
DglsTextureTestUtil.hpp220 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 …]
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
DSimpleTextured.frag3 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);
DParticle.frag3 varying vec4 texCoord;
14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
16 vec2 uv = texCoord.xy;
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
Dssao.frag15 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);
Dssao15.frag17 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);
DssaoBlur.frag11 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);
DssaoBlur15.frag13 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);
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DTexture.glsllib3 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);
DParallax.glsllib2 … 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);
DBump.glsllib9 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;
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DCartoonEdge.frag12 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);
DCartoonEdge15.frag20 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);
DLightScattering15.frag13 in vec2 texCoord;
19 vec4 colorRes= getColor(m_Texture,texCoord);
22 vec2 texCoo=texCoord-lightPos;
37 gl_FragColor= getColor(m_Texture,texCoord);
DLightScattering.frag10 varying vec2 texCoord;
16 vec4 colorRes= texture2D(m_Texture,texCoord);
19 vec2 texCoo=texCoord-lightPos;
34 gl_FragColor= texture2D(m_Texture,texCoord);
DbloomFinal.frag5 varying vec2 texCoord;
8 vec4 colorRes = texture2D(m_Texture, texCoord);
9 vec4 bloom = texture2D(m_BloomTex, texCoord);
DbloomFinal15.frag8 in vec2 texCoord;
11 vec4 colorRes = getColor(m_Texture,texCoord);
12 vec4 bloom = texture2D(m_BloomTex, texCoord);
/external/jmonkeyengine/engine/src/test/jme3test/model/shape/
DTestCustomMesh.java71 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()

12345