/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
D | ssaoBlur.frag | 20 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); [all …]
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D | ssaoBlur15.frag | 54 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 …]
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D | ssao.frag | 21 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);
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | Terrain.frag | 20 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 …]
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D | TerrainLighting.frag | 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); 221 vec4 diffuseColor5 = texture2D(m_DiffuseMap_5, texCoord * m_DiffuseMap_5_scale); 224 vec4 diffuseColor6 = texture2D(m_DiffuseMap_6, texCoord * m_DiffuseMap_6_scale); [all …]
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D | HeightBasedTerrain.frag | 35 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);
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
D | HGaussianBlur.frag | 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 | 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/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
D | DepthOfField.frag | 14 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) ); [all …]
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D | LightScattering.frag | 16 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);
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D | bloomFinal.frag | 8 vec4 colorRes = texture2D(m_Texture, texCoord); 9 vec4 bloom = texture2D(m_BloomTex, texCoord);
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D | CartoonEdge.frag | 22 nd.xyz = texture2D(m_NormalsTexture, tc).rgb; 23 nd.w = texture2D(m_DepthTexture, tc).r; 28 vec3 color = texture2D(m_Texture, texCoord).rgb;
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D | Posterization.frag | 9 vec4 texVal = texture2D(m_Texture, texCoord); 17 gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
D | Water.frag | 126 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 …]
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D | simple_water.frag | 55 …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));
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | GBuf.frag | 41 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);
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D | Lighting.frag | 166 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;
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D | Deferred.frag | 74 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;
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D | Glow.frag | 21 gl_FragColor = texture2D(m_GlowMap, texCoord1); 23 gl_FragColor = texture2D(m_GlowMap, texCoord);
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Texture.glsllib | 5 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);
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D | MultiSample.glsllib | 49 return texture2D(tex,texC); 53 return texture2D(tex,texC); 57 return texture2D(tex, texC); 61 return texture2D(tex,texC);
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D | Bump.glsllib | 25 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;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
D | SimpleTextured.frag | 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);
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D | Unshaded.frag | 30 color *= texture2D(m_ColorMap, texCoord1); 43 color.rgb *= texture2D(m_LightMap, texCoord2).rgb; 45 color.rgb *= texture2D(m_LightMap, texCoord1).rgb;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/ |
D | ToneMap.frag | 15 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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