Searched refs:vec2 (Results 1 – 25 of 40) sorted by relevance
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/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/ |
D | vignette_fs.glsl | 3 varying vec2 varTex0; 8 vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0));
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/frameworks/base/core/res/res/raw/ |
D | color_fade_vert.vert | 4 attribute vec2 position; 5 attribute vec2 uv; 6 varying vec2 UV;
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/frameworks/native/services/surfaceflinger/ |
D | Transform.cpp | 176 vec2 Transform::transform(const vec2& v) const { in transform() 177 vec2 r; in transform() 193 vec2 Transform::transform(int x, int y) const in transform() 195 return transform(vec2(x,y)); in transform() 206 vec2 lt( bounds.left, bounds.top ); in transform() 207 vec2 rt( bounds.right, bounds.top ); in transform() 208 vec2 lb( bounds.left, bounds.bottom ); in transform() 209 vec2 rb( bounds.right, bounds.bottom ); in transform() 329 vec2 T(-x, -y); in inverse()
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D | Transform.h | 80 vec2 transform(int x, int y) const; 100 vec2 transform(const vec2& v) const;
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/frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/ |
D | Quaternion.java | 55 double[] vec2 = normal(v2); in set() local 56 double[] axis = normal(cross(vec1, vec2)); in set() 57 double angle = Math.acos(dot(vec1, vec2)); in set() 63 double[] vec2 = normal(v2); in calcAngle() local 64 return Math.acos(Math.min(dot(vec1, vec2), 1)); in calcAngle() 69 double[] vec2 = normal(v2); in calcAxis() local 70 return normal(cross(vec1, vec2)); in calcAxis()
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/frameworks/rs/java/tests/Balls/src/com/example/android/rs/balls/ |
D | ball_physics.rs | 60 float2 vec2 = vec * vec; 61 float len2 = vec2.x + vec2.y; 79 float2 vec2 = vec * vec; 80 float len2 = max(2.f, vec2.x + vec2.y);
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
D | multitexf.glsl | 1 varying vec2 varTex0; 4 vec2 t0 = varTex0.xy;
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D | shaderf.glsl | 6 varying vec2 varTex0; 9 vec2 t0 = varTex0.xy;
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D | shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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D | singletexf.glsl | 1 varying vec2 varTex0;
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D | singletexfm.glsl | 1 varying vec2 varTex0;
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
D | multitexf.glsl | 1 varying vec2 varTex0; 4 vec2 t0 = varTex0.xy;
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D | shaderf.glsl | 6 varying vec2 varTex0; 9 vec2 t0 = varTex0.xy;
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D | shaderarrayf.glsl | 6 varying vec2 varTex0; 9 vec2 t0 = varTex0.xy;
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D | shader2f.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
D | blur_h.glsl | 1 varying vec2 varTex0; 4 vec2 blurCoord = varTex0;
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D | diffuse.glsl | 3 varying vec2 varTex0; 14 vec2 t0 = varTex0.xy;
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D | blur_v.glsl | 1 varying vec2 varTex0; 4 vec2 blurCoord = varTex0;
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D | plastic.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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D | diffuse_lights.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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D | metal.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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D | paintf.glsl | 3 varying vec2 varTex0; 16 vec2 t0 = varTex0.xy;
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D | plastic_lights.glsl | 3 varying vec2 varTex0; 22 vec2 t0 = varTex0.xy;
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D | blur_vertex.glsl | 1 varying vec2 varTex0;
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D | texture.glsl | 1 varying vec2 varTex0;
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