| /OK3568_Linux_fs/yocto/poky/meta/recipes-graphics/mesa/mesa-demos/ |
| H A D | 0001-mesa-demos-Add-missing-data-files.patch | 84 +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; [all …]
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| /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/ |
| H A D | sharpen.fsh | 45 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; [all …]
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| H A D | glow.fsh | 47 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; [all …]
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| H A D | emboss.fsh | 47 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; [all …]
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| H A D | toon.fsh | 53 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)); [all …]
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| H A D | pagecurl.fsh | 55 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);
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| H A D | sobeledgedetection1.fsh | 51 vec3 irgb = texture2D(source, st).rgb; 56 const vec3 W = vec3(0.2125, 0.7154, 0.0721); 69 vec3 target = vec3(mag, mag, mag);
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| H A D | warhol.fsh | 45 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);
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| H A D | tiltshift.fsh | 44 vec3 blur() 49 vec3 acc = vec3(0.0, 0.0, 0.0); 61 vec3 col;
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| H A D | billboard.fsh | 50 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);
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| H A D | isolate.fsh | 44 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);
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| H A D | posterize.fsh | 49 vec3 x = texture2D(source, uv).rgb; 50 x = pow(x, vec3(gamma, gamma, gamma)); 54 x = pow(x, vec3(1.0/gamma));
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| H A D | shockwave.fsh | 52 const vec3 shock = vec3(10.0, 1.5, 0.1);
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| H A D | sepia.fsh | 45 vec3 col = orig.rgb;
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| H A D | vignette.fsh | 51 vec3 col = cf * orig.rgb;
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| H A D | blackandwhite.fsh | 47 vec3 col = orig.rgb;
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| /OK3568_Linux_fs/buildroot/dl/qt5location/git/src/3rdparty/mapbox-gl-native/src/mbgl/util/ |
| H A D | mat3.hpp | 29 using vec3 = std::array<double, 3>; typedef
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| /OK3568_Linux_fs/buildroot/package/weston/ |
| H A D | 0074-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch | 20 + color.rgb = vec3(0, 0, 0);
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| /OK3568_Linux_fs/yocto/meta-rockchip/recipes-graphics/wayland/weston_11.0.1/ |
| H A D | 0075-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch | 20 + color.rgb = vec3(0, 0, 0);
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| /OK3568_Linux_fs/yocto/meta-rockchip/recipes-graphics/wayland/weston_10.0.2/ |
| H A D | 0075-gl-renderer-Clear-RGB-when-alpha-is-zero-in-fast-pat.patch | 22 + color.rgb = vec3(0, 0, 0);
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| /OK3568_Linux_fs/kernel/arch/powerpc/kernel/ |
| H A D | prom_init.c | 941 struct option_vector3 vec3; member 1041 .vec3 = {
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