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/OK3568_Linux_fs/yocto/poky/meta/recipes-graphics/mesa/mesa-demos/
H A D0001-mesa-demos-Add-missing-data-files.patch84 +varying vec3 LightDir;
85 +varying vec3 EyeDir;
95 + vec3 ambient = vec3(0.25);
96 + vec3 litColor;
107 + vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz;
109 + vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
111 + vec3 reflectDir = reflect(LightDir, normDelta);
115 + litColor = min(litColor + spec, vec3(1.0));
131 + vec3 SurfaceColor;
132 + vec3 WarmColor;
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/OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/
H A Dsharpen.fsh45 vec3 sharpen(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec3 t5, vec3 t6, vec3 t7, vec3 t8, vec3 t9)
53 vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
54 vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
55 vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
56 vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
57 vec3 t5 = texture2D(source, uv).rgb;
58 vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
59 vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
60 vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
61 vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
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H A Dglow.fsh47 vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
48 vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
49 vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
50 vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
51 vec3 t5 = texture2D(source, uv).rgb;
52 vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
53 vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
54 vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
55 vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
56 vec3 xx = t1 + 2.0*t2 + t3 - t7 - 2.0*t8 - t9;
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H A Demboss.fsh47 vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
48 vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
49 vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
50 vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
51 vec3 t5 = texture2D(source, uv).rgb;
52 vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
53 vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
54 vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
55 vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
56 vec3 rr = -4.0 * t1 - 4.0 * t2 - 4.0 * t4 + 12.0 * t5;
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H A Dtoon.fsh53 vec3 rgb = texture2D(source, st).rgb;
58 float i00 = dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721));
59 float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721));
60 float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721));
61 float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721));
62 float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721));
63 float im10 = dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721));
64 float ip10 = dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721));
65 float i0m1 = dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721));
66 float i0p1 = dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721));
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H A Dpagecurl.fsh55 vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
71 float distanceToEdge(vec3 point)
86 vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
96 vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
111 vec4 backside(float yc, vec3 point)
116 color.rgb = vec3(gray);
137 vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
H A Dsobeledgedetection1.fsh51 vec3 irgb = texture2D(source, st).rgb;
56 const vec3 W = vec3(0.2125, 0.7154, 0.0721);
69 vec3 target = vec3(mag, mag, mag);
H A Dwarhol.fsh45 vec3 col = orig.rgb;
49 col = vec3(0.8, 0.0, 0.0);
51 col = vec3(0.9, 0.9, 0.0);
53 col = vec3(0.0, 0.0, 0.0);
H A Dtiltshift.fsh44 vec3 blur()
49 vec3 acc = vec3(0.0, 0.0, 0.0);
61 vec3 col;
H A Dbillboard.fsh50 vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb;
56 vec3 ra = res / y;
61 vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr);
H A Disolate.fsh44 void rgb2hsl(vec3 rgb, out float h, out float s, float l)
69 vec3 col = texture2D(source, uv).rgb;
74 vec3 result;
78 result = vec3(y, y, y);
H A Dposterize.fsh49 vec3 x = texture2D(source, uv).rgb;
50 x = pow(x, vec3(gamma, gamma, gamma));
54 x = pow(x, vec3(1.0/gamma));
H A Dshockwave.fsh52 const vec3 shock = vec3(10.0, 1.5, 0.1);
H A Dsepia.fsh45 vec3 col = orig.rgb;
H A Dvignette.fsh51 vec3 col = cf * orig.rgb;
H A Dblackandwhite.fsh47 vec3 col = orig.rgb;
/OK3568_Linux_fs/buildroot/dl/qt5location/git/src/3rdparty/mapbox-gl-native/src/mbgl/util/
H A Dmat3.hpp29 using vec3 = std::array<double, 3>; typedef
/OK3568_Linux_fs/buildroot/package/weston/
H A D0074-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch20 + color.rgb = vec3(0, 0, 0);
/OK3568_Linux_fs/yocto/meta-rockchip/recipes-graphics/wayland/weston_11.0.1/
H A D0075-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch20 + color.rgb = vec3(0, 0, 0);
/OK3568_Linux_fs/yocto/meta-rockchip/recipes-graphics/wayland/weston_10.0.2/
H A D0075-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch22 + color.rgb = vec3(0, 0, 0);
/OK3568_Linux_fs/kernel/arch/powerpc/kernel/
H A Dprom_init.c941 struct option_vector3 vec3; member
1041 .vec3 = {