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Searched refs:texture2D (Results 1 – 25 of 72) sorted by relevance

123

/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
DssaoBlur.frag20 return texture2D(m_Texture,texCoord)* color;
23 return texture2D(m_Texture,texCoord);
28 float depthv =texture2D(m_DepthTexture,uv).r;
53 color += coefZ * texture2D(m_SSAOMap,sample);
79 sum += coefZ* texture2D( m_SSAOMap, sample);
85 sum += coefZ* texture2D( m_SSAOMap, sample);
91 sum += coefZ* texture2D( m_SSAOMap, sample);
97 sum += coefZ* texture2D( m_SSAOMap, sample);
103 sum += coefZ* texture2D( m_SSAOMap, sample);
109 sum += coefZ* texture2D( m_SSAOMap, sample);
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DssaoBlur15.frag54 color += coefZ * texture2D(m_SSAOMap,sample);
80 sum += coefZ* texture2D( m_SSAOMap, sample);
86 sum += coefZ* texture2D( m_SSAOMap, sample);
92 sum += coefZ* texture2D( m_SSAOMap, sample);
98 sum += coefZ* texture2D( m_SSAOMap, sample);
104 sum += coefZ* texture2D( m_SSAOMap, sample);
110 sum += coefZ* texture2D( m_SSAOMap, sample);
116 sum += coefZ* texture2D( m_SSAOMap, sample);
122 sum += coefZ* texture2D( m_SSAOMap, sample);
128 sum += coefZ* texture2D( m_SSAOMap, sample);
[all …]
Dssao.frag21 depthv =texture2D(m_DepthTexture,uv).r;
32 return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0);
54 return texture2D(m_Texture,texCoord)* vec4(result,result,result, 1.0);
56 return texture2D(m_Texture,texCoord);
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrain.frag20 vec4 alpha = texture2D( m_Alpha, texCoord.xy );
33 vec4 col1 = texture2D( m_Tex1, coords.yz * m_Tex1Scale );
34 vec4 col2 = texture2D( m_Tex1, coords.xz * m_Tex1Scale );
35 vec4 col3 = texture2D( m_Tex1, coords.xy * m_Tex1Scale );
39 col1 = texture2D( m_Tex2, coords.yz * m_Tex2Scale );
40 col2 = texture2D( m_Tex2, coords.xz * m_Tex2Scale );
41 col3 = texture2D( m_Tex2, coords.xy * m_Tex2Scale );
45 col1 = texture2D( m_Tex3, coords.yz * m_Tex3Scale );
46 col2 = texture2D( m_Tex3, coords.xz * m_Tex3Scale );
47 col3 = texture2D( m_Tex3, coords.xy * m_Tex3Scale );
[all …]
DTerrainLighting.frag196 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);
221 vec4 diffuseColor5 = texture2D(m_DiffuseMap_5, texCoord * m_DiffuseMap_5_scale);
224 vec4 diffuseColor6 = texture2D(m_DiffuseMap_6, texCoord * m_DiffuseMap_6_scale);
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DHeightBasedTerrain.frag35 vec4 slopeCol1 = texture2D(m_slopeColorMap, p.yz * m_slopeTileFactor);
36 vec4 slopeCol2 = texture2D(m_slopeColorMap, p.xy * m_slopeTileFactor);
44 terrainColor += m_regionWeight * texture2D(m_region1ColorMap, p.xz * m_region1.z);
52 terrainColor += m_regionWeight * (texture2D(m_region2ColorMap, p.xz * m_region2.z));
60 terrainColor += m_regionWeight * texture2D(m_region3ColorMap, p.xz * m_region3.z);
68 terrainColor += m_regionWeight * texture2D(m_region4ColorMap, p.xz * m_region4.z);
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
DHGaussianBlur.frag13 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.frag14 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/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DDepthOfField.frag14 vec4 texVal = texture2D( m_Texture, texCoord );
16 float zBuffer = texture2D( m_DepthTexture, texCoord ).r;
69 sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 2.0 * yScale) );
70 sum += texture2D( m_Texture, vec2(x - 0.0 * xScale, y - 2.0 * yScale) );
71 sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 2.0 * yScale) );
72 sum += texture2D( m_Texture, vec2(x - 1.0 * xScale, y - 1.0 * yScale) );
73 sum += texture2D( m_Texture, vec2(x + 1.0 * xScale, y - 1.0 * yScale) );
74 sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 0.0 * yScale) );
75 sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 0.0 * yScale) );
76 sum += texture2D( m_Texture, vec2(x - 1.0 * xScale, y + 1.0 * yScale) );
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DLightScattering.frag16 vec4 colorRes= texture2D(m_Texture,texCoord);
25 if(texture2D(m_DepthTexture,scaledCoord).r==1.0){
26 res += texture2D(m_Texture,scaledCoord);
34 gl_FragColor= texture2D(m_Texture,texCoord);
DbloomFinal.frag8 vec4 colorRes = texture2D(m_Texture, texCoord);
9 vec4 bloom = texture2D(m_BloomTex, texCoord);
DCartoonEdge.frag22 nd.xyz = texture2D(m_NormalsTexture, tc).rgb;
23 nd.w = texture2D(m_DepthTexture, tc).r;
28 vec3 color = texture2D(m_Texture, texCoord).rgb;
DPosterization.frag9 vec4 texVal = texture2D(m_Texture, texCoord);
17 gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength);
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
DWater.frag126 float sceneDepth = texture2D(m_DepthTexture, texCoord).r;
127 vec3 color2 = texture2D(m_Texture, texCoord).rgb;
143 float bias = texture2D(m_HeightMap, texC).r;
150 float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r;
151 float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r;
152 float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r;
153 float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r;
162 refraction = texture2D(m_Texture, texC).rgb;
174 …foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_Foa…
209 … caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb;
[all …]
Dsimple_water.frag55 …float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - texture2D(m_w…
65 vec4 disdis = texture2D(m_water_dudvmap, vec2(waterTex2 * m_texScale));
66 vec4 fdist = texture2D(m_water_dudvmap, vec2(waterTex1 + disdis*m_distortionMix));
71 vec4 nmap = texture2D(m_water_normalmap, vec2(waterTex1 + disdis*m_distortionMix));
82 vec4 refl = texture2D(m_water_reflection, vec2(projCoord.x,1.0-projCoord.y));
83 vec4 refr = texture2D(m_water_refraction, vec2(projCoord));
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
DGBuf.frag41 height = texture2D(m_ParallaxMap, texCoord).r;
43 height = texture2D(m_NormalMap, texCoord).a;
55 vec4 normalHeight = texture2D(m_NormalMap, newTexCoord);
68 vec4 diffuseColor = texture2D(m_DiffuseMap, newTexCoord);
74 vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
DLighting.frag166 vec4 diffuseColor = texture2D(m_DiffuseMap, newTexCoord);
173 alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
213 vec4 normalHeight = texture2D(m_NormalMap, newTexCoord);
227 vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
235 lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
237 lightMapColor = texture2D(m_LightMap, texCoord).rgb;
246 light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
247 light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
260 diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
261 specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
DDeferred.frag74 float depth = texture2D(m_DepthData, newTexCoord).r;
123 vec4 diffuseColor = texture2D(m_DiffuseData, newTexCoord);
127 vec4 specularColor = texture2D(m_SpecularData, newTexCoord);
131 vec4 normalInfo = vec4(texture2D(m_NormalData, newTexCoord).rg, 0.0, 0.0);
140 diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
141 specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
DGlow.frag21 gl_FragColor = texture2D(m_GlowMap, texCoord1);
23 gl_FragColor = texture2D(m_GlowMap, texCoord);
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DTexture.glsllib5 return Common_UnpackNormalLA( texture2D(normalMap, texCoord) );
7 return Common_UnpackNormal( texture2D(normalMap, texCoord).rgb );
20 vec4 color = texture2D(colorMap, texCoord);
39 return texture2D(colorMap, texCoord);
DMultiSample.glsllib49 return texture2D(tex,texC);
53 return texture2D(tex,texC);
57 return texture2D(tex, texC);
61 return texture2D(tex,texC);
DBump.glsllib25 float h = texture2D(heightMap, dp + ds * (1.0 - d)).a;
32 float t = texture2D(heightMap, dp + ds * (1.0 - d)).a;
42 float h = texture2D(heightMap, texCoord).a * SCALE + BIAS;
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
DSimpleTextured.frag9 //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);
DUnshaded.frag30 color *= texture2D(m_ColorMap, texCoord1);
43 color.rgb *= texture2D(m_LightMap, texCoord2).rgb;
45 color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/
DToneMap.frag15 float avgLumA = HDR_DecodeLum( texture2D(m_Lum, vec2(0.0)) );
16 float avgLumB = HDR_DecodeLum( texture2D(m_Lum2, vec2(0.0)) );
19 vec4 color = texture2D(m_Texture, texCoord);

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