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Searched refs:vec4 (Results 1 – 25 of 35) sorted by relevance

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/frameworks/native/libs/math/tests/
Dvec_test.cpp32 vec4 v4; in TEST_F()
35 EXPECT_EQ(sizeof(vec4), sizeof(float)*4); in TEST_F()
42 vec4 v0; in TEST_F()
48 vec4 v1(1); in TEST_F()
54 vec4 v2(1, 2, 3, 4); in TEST_F()
60 vec4 v3(v2); in TEST_F()
66 vec4 v4(v3.xyz, 42); in TEST_F()
72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F()
86 vec4 v0(1, 2, 3, 4); in TEST_F()
114 vec4 v0(1, 2, 3, 4); in TEST_F()
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Dmat_test.cpp71 mat4 m2(vec4(2)); in TEST_F()
78 mat4 m4(vec4(1), vec4(2), vec4(3), vec4(4)); in TEST_F()
85 mat4 m2(vec4(2)); in TEST_F()
108 EXPECT_EQ(mat4(vec4(-1, 0, 0, 0), in TEST_F()
109 vec4(0, -1, 0, 0), in TEST_F()
110 vec4(0, 0, -1, 0), in TEST_F()
111 vec4(0, 0, 0, -1)), m0); in TEST_F()
122 mat4 m1(vec4(1, 2, 3, 4), vec4(5, 6, 7, 8), vec4(9, 10, 11, 12), vec4(13, 14, 15, 16)); in TEST_F()
123 mat4 m2(vec4(1, 5, 9, 13), vec4(2, 6, 10, 14), vec4(3, 7, 11, 15), vec4(4, 8, 12, 16)); in TEST_F()
126 EXPECT_EQ(vec4(1, 6, 11, 16), diag(m1)); in TEST_F()
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/frameworks/native/libs/ui/include/ui/
DShadowSettings.h33 vec4 ambientColor = vec4();
37 vec4 spotColor = vec4();
/frameworks/av/media/libstagefright/renderfright/gl/
DGLSkiaShadowPort.h48 vec4 fColor;
61 bool casterIsTranslucent, const vec4& spotColor,
67 const vec4& ambientColor);
74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
DGLShadowVertexGenerator.cpp32 bool casterIsTranslucent, const vec4& ambientColor, in GLShadowVertexGenerator()
33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator()
70 Mesh::VertexArray<vec4>& color, in fillVertices()
79 Mesh::VertexArray<vec4>(color, mAmbientShadowVertexCount), in fillVertices()
DGLShadowVertexGenerator.h41 bool casterIsTranslucent, const vec4& ambientColor,
42 const vec4& spotColor, const vec3& lightPosition, float lightRadius);
47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
DGLSkiaShadowPort.cpp231 Mesh::VertexArray<vec4>& shadowColor, in fillInCircleVerts()
233 vec4 color = args.fColor; in fillInCircleVerts()
346 Mesh::VertexArray<vec4>& shadowColor, in fillInRRectVerts()
348 vec4 color = args.fColor; in fillInRRectVerts()
478 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor, in fillVerticesForGeometry()
512 static std::unique_ptr<Geometry> getShadowGeometry(const vec4& color, const FloatRect& devRect, in getShadowGeometry()
551 const vec4& ambientColor) { in getAmbientShadowGeometry()
576 bool casterIsTranslucent, const vec4& spotColor, in getSpotShadowGeometry()
/frameworks/base/core/res/res/raw/
Dcolor_fade_vert.vert9 vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0);
11 gl_Position = proj_matrix * vec4(position.x, position.y, 0.0, 1.0);
Dcolor_fade_frag.frag11 vec4 color = texture2D(texUnit, UV);
13 gl_FragColor = vec4(rgb, 1.0);
/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/
Dfog_effect.agsl39 vec4 main(float2 fragCoord) {
56 vec4 fgd = foreground.eval(fragCoord * uvScaleFgd + uvOffsetFgd);
60 vec4 bgd = background.eval(fragCoord * uvScaleBgd + uvOffsetBgd);
65 vec4 color = bgd;
72 vec4 bgdFogFar = fog.eval(
80 vec4 bgdFogClose = fog.eval(
88 vec4 fgdFogFar = clouds.eval(
96 vec4 fgdFogClose = clouds.eval(
Dsnow_effect.agsl34 const vec4 snowColor = vec4(1., 1., 1., 0.95);
36 const vec4 bgdTint = vec4(0.8, 0.8, 0.8, 0.07);
43 vec4 main(float2 fragCoord) {
59 vec4 colorForeground = foreground.eval(adjustedUvForeground);
60 vec4 colorBackground = background.eval(fragCoord * uvScaleBgd + uvOffsetBgd);
63 vec4 color = colorBackground;
Dsnow_accumulation.agsl28 vec4 main(float2 fragCoord) {
40 vec4 color = vec4(0., 0., 0., 1.);
Dcolor_grading_lut.agsl46 vec4 main(float2 fragCoord) {
47 vec4 color = texture.eval(fragCoord);
74 vec4 colorAfterLut = vec4(0., 0., 0., color.a);
Doutline.agsl26 vec4 main(float2 fragCoord) {
36 return vec4(outline, 0., 0., 1.);
Drain_shower_layer.agsl82 vec4 main(float2 fragCoord) {
89 vec4 colorForeground = foreground.eval(uvTextureFgd);
90 vec4 color = background.eval(uvTextureBgd);
Drain_glass_layer.agsl28 vec4 main(float2 fragCoord) {
77 vec4 color = texture.eval(fragCoord);
Dsimplex3d.agsl108 vec4 w; // w = max(0, r^2 - d^2))
121 vec4 nc;
131 return dot(vec4(32.), nc);
/frameworks/av/media/libstagefright/renderfright/include/renderengine/
DLayerSettings.h109 vec4 ambientColor = vec4();
113 vec4 spotColor = vec4();
/frameworks/native/services/surfaceflinger/
DLayerFE.cpp320 mat4 tr = mat4::translate(vec4(.5f, .5f, 0.f, 1.f)) * mat4::scale(vec4(1.f, -1.f, 1.f, 1.f)) * in prepareBufferStateClientComposition()
321 mat4::translate(vec4(-.5f, -.5f, 0.f, 1.f)) * in prepareBufferStateClientComposition()
322 mat4::translate(vec4(translateX, translateY, 0.f, 1.f)) * in prepareBufferStateClientComposition()
323 mat4::scale(vec4(scaleWidth, scaleHeight, 1.0f, 1.0f)); in prepareBufferStateClientComposition()
/frameworks/av/media/libstagefright/
DFrameCaptureLayer.cpp113 mat4 tr = mat4::translate(vec4(.5, .5, 0, 1)) * mat4::scale(vec4(1, -1, 1, 1)) * in getLayerSettings()
114 mat4::translate(vec4(-.5, -.5, 0, 1)); in getLayerSettings()
/frameworks/native/services/surfaceflinger/tests/
DBufferGeneratorShader.h353 static const android::vec4 TRIANGLE[3] = {{-1.0f, -1.0f, 1.0f, 1.0f},
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dtypes.h34 using vec4 = vec4f; variable
/frameworks/native/libs/shaders/tests/
Dshaders_test.cpp58 mat4 colorTransform = mat4::scale(vec4(.9, .9, .9, 1.)); in TEST_F()
/frameworks/native/services/surfaceflinger/Effects/
DDaltonizer.cpp99 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
/frameworks/base/libs/hwui/
DTonemapper.cpp62 colorTransform = android::mat4::scale(vec4(ratio, ratio, ratio, 1.f)); in createLinearEffectColorFilter()

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