/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/ |
D | simplex2d.agsl | 20 half2 hash2d(vec2 p) { 21 p = vec2(dot(p,vec2(157.1, 235.7)), dot(p,vec2(573.5, 13.3))); 25 half hash1d(vec2 p) { 26 return fract(sin(dot(p, vec2(343.0, 49.0)))) * 2. -1.; // [-1, 1] 29 vec2 getVectorFromAngle(float theta) { 30 return vec2(cos(theta), sin(theta)); 38 vec2 ihash2d(vec2 p) { 47 return vec2(cos(af), sin(af)); 52 float kernel_summation(vec2 v0, vec2 v1, vec2 v2, vec2 g0, vec2 g1, vec2 g2) { 76 float simplex2d_flow(vec2 p, float rot, float time) { [all …]
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D | utils.agsl | 18 highp float idGenerator(vec2 point) { 19 vec2 p = fract(point * vec2(723.123, 236.209)); 25 return idGenerator(vec2(value, 1.412)); 29 float triangleNoise(vec2 n) { 30 n = fract(n * vec2(5.3987, 5.4421)); 31 n += dot(n.yx, n.xy + vec2(21.5351, 14.3137)); 38 float valueNoise(vec2 fragCoord) { 41 vec2 f = fract(fragCoord * scale); 44 float b = idGenerator(i + vec2(1.0, 0.0)); 45 float c = idGenerator(i + vec2(0.0, 1.0)); [all …]
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D | rain_splash.agsl | 22 float drawSplash(vec2 cellUv, float cellTime) { 34 vec2 uvAbs = abs(cellUv); 37 vec2 center = vec2(0.22, -0.01); 39 float splashMaskCircle2 = sdfCircle(uvAbs - vec2(0.04, 0.) - center, 0.164); 48 float circleMask = sdfCircle(cellUv - vec2(0., 0.15), -0.004); 54 vec2 maskMiddle = vec2(-0.1, -0.5); 74 smoothstep(0.008, -0.156, sdfCircle(cellUv - vec2(0., lineCenter), 0.164)); 79 vec2 lineMaskMiddle = vec2(-0.01, 2.71);
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D | fog_effect.agsl | 43 vec2 timeForeground = vec2(time.x, time.y); 44 vec2 timeBackground = vec2(time.z, time.w); 75 vec2(timeBackground * 1.5) + 77 vec2(bgdDither * 7)); 83 vec2(timeBackground * 5.5) + 85 vec2(bgdDither * 22)); 91 vec2(timeForeground * 10.) + 93 vec2(bgdFogFar.b * 70., bgdFogFar.g * 10) + 95 vec2(fgdDither * 10)); 99 vec2(timeForeground * 72.) + [all …]
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D | glass_rain.agsl | 18 highp vec2 drop; 20 highp vec2 dropplets; 23 highp vec2 cellUv; 41 in vec2 uv, 44 in vec2 rainGridSize, 47 vec2 dropPos = vec2(0.); 49 vec2 trailDropsPos = vec2(0.); 59 vec2 gridUv = uv * rainGridSize; 70 vec2 cellUv = fract(gridUv) - 0.5; 152 vec3 generateStaticGlassRain(vec2 uv, half screenAspectRatio, half time, half intensity) { [all …]
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D | rain_shower_layer.agsl | 41 vec3 drawSplashes(vec2 uv, vec2 fragCoord, vec3 color) { 43 vec2 gridSize = vec2(15., 15.); 47 vec2 gridUv = uv * gridSize; 55 vec2 cellUv = fract(gridUv) - 0.5; 56 vec2 pixUv = cellUv; 58 vec2 pixDistance = screenSize * pixUv / gridSize; 73 float cellId = idGenerator(floor(gridUv) + vec2(circletime, 23.14)); 94 uv = rotateAroundPoint(uv, vec2(0.5, -1.42), variation * PI / 9.); 101 /* Grid size = */ vec2(20.0, 2.0), 111 /* Grid size = */ vec2(30.0, 4.0), [all …]
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D | snow.agsl | 19 highp vec2 cellUv; 48 in vec2 uv, 51 in vec2 snowGridSize, 73 vec2 gridUv = uv * snowGridSize; 88 vec2 cellUv = fract(gridUv) - 0.5; 95 half cellIntensity = idGenerator(floor(vec2(cellId * 856.16, 272.2))); 148 vec2 snowFlakeShape = vec2(1., 1.2); 149 vec2 snowFlakePos = vec2(snowFlakePosUncorrected / cellAspectRatio, cellUv.y); 150 snowFlakePos -= vec2(0., uv.y - 0.5) * cellId; 152 vec2 snowFlakeShapeVariation = vec2(0.055) * // max variation [all …]
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D | rain_shower.agsl | 19 highp vec2 cellUv; 37 in vec2 uv, 40 in vec2 rainGridSize, 49 vec2 gridUv = uv * rainGridSize; 63 vec2 cellUv = fract(gridUv) - 0.5; 65 float intensity = idGenerator(floor(vec2(cellId * 8.16, 27.2))); 82 vec2 dropPos = cellUv; 85 dropPos *= scaleVariation * vec2(14.2, 2.728); 92 1. - length(vec2(dropPos.x, (dropPos.y - dropPos.x * dropPos.x)))
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D | snow_accumulation.agsl | 24 float random(vec2 uv) { 25 return fract(sin(dot(uv, vec2(14.53898, 56.233))) * 45312.644263742); 30 vec2 uv = fragCoord / imageWidth; 34 float aN = foreground.eval(fragCoord + vec2(0., distance)).a; 35 float aS = foreground.eval(fragCoord + vec2(0., -distance)).a;
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D | rain_glass_layer.agsl | 30 fragCoord += vec2(valueNoise(fragCoord) * 0.015 - 0.0025); 39 /* Grid size = */ vec2(4.0, 2.0), 44 vec2 dropUvMasked = smallDrippingRain.drop * dropMask; 45 vec2 droppletsUvMasked = smallDrippingRain.dropplets * droppletsMask; 52 /* Grid size = */ vec2(3.5, 1.5), 71 vec2 uvDiffractionOffsets = 73 vec2 s = screenSize;
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D | snow_effect.agsl | 45 float2 uvAdjusted = vec2(uv.x, uv.y / screenAspectRatio); 75 /* Grid size = */ vec2(7., 1.5), 89 vec3 cloudsNoise = noise.eval(uvAdjusted * 7000 + vec2(fragCoord.y, -fragCoord.x)).rgb; 94 vec2 accSnow = accumulatedSnow.eval(adjustedUvForeground).rg; 115 /* Grid size = */ vec2(7., 1.5),
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D | outline.agsl | 27 float aN = texture.eval(fragCoord + vec2(0., thickness)).a; 28 float aS = texture.eval(fragCoord + vec2(0., -thickness)).a;
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/frameworks/av/media/libstagefright/renderfright/gl/ |
D | GLSkiaShadowPort.cpp | 230 Mesh::VertexArray<vec2>& position, in fillInCircleVerts() 244 vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f); in fillInCircleVerts() 249 position[vertexCount] = center + vec2(-octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 254 position[vertexCount] = center + vec2(octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 259 position[vertexCount] = center + vec2(halfWidth, -octOffset * halfWidth); in fillInCircleVerts() 264 position[vertexCount] = center + vec2(halfWidth, octOffset * halfWidth); in fillInCircleVerts() 269 position[vertexCount] = center + vec2(octOffset * halfWidth, halfWidth); in fillInCircleVerts() 274 position[vertexCount] = center + vec2(-octOffset * halfWidth, halfWidth); in fillInCircleVerts() 279 position[vertexCount] = center + vec2(-halfWidth, octOffset * halfWidth); in fillInCircleVerts() 284 position[vertexCount] = center + vec2(-halfWidth, -octOffset * halfWidth); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 69 void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position, in fillVertices() 78 Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount), in fillVertices()
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D | GLESRenderEngine.cpp | 573 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in fillRegionWithColor() 781 Mesh::VertexArray<vec2> cropCoords(mesh.getCropCoordArray<vec2>()); in setupLayerCropping() 782 cropCoords[0] = vec2(cropWin.left, cropWin.top); in setupLayerCropping() 783 cropCoords[1] = vec2(cropWin.left, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 784 cropCoords[2] = vec2(cropWin.right, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 785 cropCoords[3] = vec2(cropWin.right, cropWin.top); in setupLayerCropping() 1152 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in drawLayers() 1153 position[0] = vec2(bounds.left, bounds.top); in drawLayers() 1154 position[1] = vec2(bounds.left, bounds.bottom); in drawLayers() 1155 position[2] = vec2(bounds.right, bounds.bottom); in drawLayers() [all …]
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | numeric.h | 67 static inline vec2i Round(const vec2& v) { in Round() 83 static inline vec2 MapPoint(const vec2& pt, const R1& from, const R2& to) { in MapPoint() 84 vec2 normalized((pt - vec2(from.p1)).array() / vec2(from.GetSize()).array()); in MapPoint() 85 return (normalized * vec2(to.GetSize())) + vec2(to.p1); in MapPoint() 152 inline mat3 ScaleMatrix(const vec2& scale_xy) { in ScaleMatrix() 156 inline mat3 TranslationMatrix(const vec2& translation) { in TranslationMatrix() 164 inline vec2 TransformPoint(const mat3& m, const vec2& p) { in TransformPoint() 168 inline vec2 TransformVector(const mat3& m, const vec2& p) { in TransformVector()
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/frameworks/base/core/res/res/raw/ |
D | color_fade_vert.vert | 3 attribute vec2 position; 4 attribute vec2 uv; 5 varying vec2 UV;
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/frameworks/rs/tests/java_api/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/native/libs/ui/ |
D | Transform.cpp | 229 vec2 Transform::transform(const vec2& v) const { in transform() 230 vec2 r; in transform() 246 vec2 Transform::transform(float x, float y) const { in transform() 247 return transform(vec2(x, y)); in transform() 256 vec2 lt( bounds.left, bounds.top ); in transform() 257 vec2 rt( bounds.right, bounds.top ); in transform() 258 vec2 lb( bounds.left, bounds.bottom ); in transform() 259 vec2 rb( bounds.right, bounds.bottom ); in transform() 282 vec2 lt(bounds.left, bounds.top); in transform() 283 vec2 rt(bounds.right, bounds.top); in transform() [all …]
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/frameworks/rs/tests/java_api/Balls/src/com/example/android/rs/balls/ |
D | ball_physics.rscript | 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/native/libs/ui/include/ui/ |
D | Transform.h | 94 vec2 transform(float x, float y) const; 103 vec2 transform(const vec2& v) const;
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/frameworks/native/libs/ui/include_vndk/ui/ |
D | Transform.h | 94 vec2 transform(float x, float y) const; 103 vec2 transform(const vec2& v) const;
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/frameworks/native/include/ui/ |
D | Transform.h | 94 vec2 transform(float x, float y) const; 103 vec2 transform(const vec2& v) const;
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/frameworks/native/libs/input/ |
D | Input.cpp | 193 inline vec2 roundTransformedCoords(vec2 p) { in roundTransformedCoords() 197 vec2 transformWithoutTranslation(const ui::Transform& transform, const vec2& xy) { in transformWithoutTranslation() 198 const vec2 transformedXy = transform.transform(xy); in transformWithoutTranslation() 199 const vec2 transformedOrigin = transform.transform(0, 0); in transformWithoutTranslation() 208 vec2 transformedPoint = transform.transform(x, y); in transformAngle() 212 const vec2 origin = transform.transform(0, 0); in transformAngle() 670 vec2 vals = mTransform.transform(getRawXCursorPosition(), getRawYCursorPosition()); in getXCursorPosition() 675 vec2 vals = mTransform.transform(getRawXCursorPosition(), getRawYCursorPosition()); in getYCursorPosition() 681 vec2 vals = inverse.transform(x, y); in setCursorPosition() 793 const vec2 cursor = transform.transform(mRawXCursorPosition, mRawYCursorPosition); in applyTransform() [all …]
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/frameworks/native/libs/math/tests/ |
D | mat_test.cpp | 304 mat2 m2(vec2(2)); in TEST_F() 315 mat2 m2(vec2(2)); in TEST_F() 338 EXPECT_EQ(mat2(vec2(-1, 0), in TEST_F() 339 vec2(0, -1)), m0); in TEST_F() 350 mat2 m1(vec2(1, 2), vec2(3, 4)); in TEST_F() 351 mat2 m2(vec2(1, 3), vec2(2, 4)); in TEST_F() 354 EXPECT_EQ(vec2(1, 4), diag(m1)); in TEST_F()
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