Lines Matching refs:vec2
97 + vec2 c = BumpDensity * gl_TexCoord[0].st;
98 + vec2 p = fract(c) - vec2(0.5);
105 + { p = vec2(0.0); f = 1.0; }
188 +uniform vec2 Offset[KernelSize];
229 +vec2 permute(vec2 x0,vec3 p) {
230 + vec2 x1 = mod(x0 * p.y, p.x);
251 +float simplexNoise2(vec2 v)
253 + const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
257 + vec2 i = floor(v + dot(v, C.yy) );
258 + vec2 x0 = v - i + dot(i, C.xx);
261 + vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ;
264 + vec2 x1 = x0 - i1 + 1. * C.xx ;
265 + vec2 x2 = x0 - 1. + 2. * C.xx ;
282 + vec2 p0 = vec2(a0.x,h.x);
283 + vec2 p1 = vec2(a0.y,h.y);
284 + vec2 p2 = vec2(a0.z,h.z);
297 + vec2 a1 = sin(phi.zz +D.xy);
308 + const vec2 C = vec2(1./6. , 1./3. ) ;
414 + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
480 + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.);
484 + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;