/external/jmonkeyengine/engine/src/networking/com/jme3/network/serializing/serializers/ |
H A D | Vector3Serializer.java | 15 Vector3f vec3 = new Vector3f(); 16 vec3.x = data.getFloat(); 17 vec3.y = data.getFloat(); 18 vec3.z = data.getFloat(); 19 return vec3; 23 Vector3f vec3 = (Vector3f) object; 24 buffer.putFloat(vec3.x); 25 buffer.putFloat(vec3.y); 26 buffer.putFloat(vec3.z);
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/spec/gl-matrix/ |
H A D | vec3-spec.js | 23 describe("vec3", function() { 29 beforeEach(function() { result = vec3.create(); }); 34 beforeEach(function() { result = vec3.clone(vecA); }); 39 beforeEach(function() { result = vec3.fromValues(1, 2, 3); }); 44 beforeEach(function() { result = vec3.copy(out, vecA); }); 50 beforeEach(function() { result = vec3.set(out, 1, 2, 3); }); 57 beforeEach(function() { result = vec3.add(out, vecA, vecB); }); 66 beforeEach(function() { result = vec3.add(vecA, vecA, vecB); }); 74 beforeEach(function() { result = vec3.add(vecB, vecA, vecB); }); 83 it("should have an alias called 'sub'", function() { expect(vec3 [all...] |
/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/ |
H A D | vec3.js | 25 * @name vec3 27 var vec3 = {}; 30 * Creates a new, empty vec3 32 * @returns {vec3} a new 3D vector 34 vec3.create = function() { 43 * Creates a new vec3 initialized with values from an existing vector 45 * @param {vec3} a vector to clone 46 * @returns {vec3} a new 3D vector 48 vec3.clone = function(a) { 57 * Creates a new vec3 initialize [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
H A D | ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 [all...] |
H A D | ARB_shader_texture_lod.frag | 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); 15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
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/external/mesa3d/src/glsl/builtins/profiles/ |
H A D | ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 [all...] |
H A D | ARB_shader_texture_lod.frag | 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); 15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
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/external/eigen/test/ |
H A D | geo_orthomethods.cpp | 45 Vector3 vec3 = Vector3::Random(); local 48 mcross = mat3.colwise().cross(vec3); 49 VERIFY_IS_APPROX(mcross.col(i), mat3.col(i).cross(vec3)); 50 mcross = mat3.rowwise().cross(vec3); 51 VERIFY_IS_APPROX(mcross.row(i), mat3.row(i).cross(vec3)); 92 Vector3 vec3 = Vector3::Random(); local 97 mcross3N = mat3N.colwise().cross(vec3); 98 VERIFY_IS_APPROX(mcross3N.col(i), mat3N.col(i).cross(vec3)); 102 mcrossN3 = matN3.rowwise().cross(vec3); 103 VERIFY_IS_APPROX(mcrossN3.row(i), matN3.row(i).cross(vec3)); [all...] |
H A D | sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 54 m2.template triangularView<Lower>().solve(vec3)); 59 m2.template triangularView<Upper>().solve(vec3)); 61 m2.conjugate().template triangularView<Upper>().solve(vec3)); 67 mm2.conjugate().template triangularView<Upper>().solve(vec3)); 73 m2.transpose().template triangularView<Upper>().solve(vec3)); 78 m2.transpose().template triangularView<Lower>().solve(vec3)); 100 m2.template triangularView<Lower>().solve(vec3));
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/external/clang/test/CodeGen/ |
H A D | init.c | 34 typedef union vec3 { union 37 } vec3; typedef in typeref:union:vec3 38 vec3 f5(vec3 value) { 39 return (vec3) {{
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
H A D | simple_water.vert | 7 uniform vec3 m_lightPos; 13 uniform vec3 g_CameraPosition; 18 attribute vec3 inTangent; 19 attribute vec3 inNormal; 65 vec3 wvNormal = normalize(g_NormalMatrix * inNormal); 66 vec3 wvTangent = normalize(g_NormalMatrix * inTangent); 67 vec3 wvBinormal = cross(wvNormal, wvTangent);
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H A D | simple_water.frag | 44 float tangDot(in vec3 v1, in vec3 v2){
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/external/jmonkeyengine/engine/src/bullet-native/ |
H A D | com_jme3_bullet_collision_shapes_SimplexCollisionShape.cpp | 84 btVector3 vec3 = btVector3(); local 85 jmeBulletUtil::convert(env, vector3, &vec3); 86 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3); 101 btVector3 vec3 = btVector3(); local 102 jmeBulletUtil::convert(env, vector3, &vec3); 105 btBU_Simplex1to4* simplexShape = new btBU_Simplex1to4(vec1, vec2, vec3, vec4);
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H A D | com_jme3_bullet_joints_HingeJoint.cpp | 215 btVector3 vec3 = btVector3(); local 219 jmeBulletUtil::convert(env, axisA, &vec3); 221 btHingeConstraint* joint = new btHingeConstraint(*bodyA, *bodyB, vec1, vec2, vec3, vec4);
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H A D | com_jme3_bullet_objects_PhysicsVehicle.cpp | 139 btVector3 vec3 = btVector3(); local 142 jmeBulletUtil::convert(env, axle, &vec3); 144 btWheelInfo* info = &vehicle->addWheel(vec1, vec2, vec3, restLength, radius, tune, frontWheel);
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/external/chromium-trace/trace-viewer/src/base/ |
H A D | gl_matrix.js | 11 base.requireRawScript('../third_party/gl-matrix/src/gl-matrix/vec3.js'); 45 vec3.createXYZ = function(x, y, z) { 46 var v = vec3.create(); 47 vec3.set(v, x, y, z); 51 vec3.toString = function(a) { 52 return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
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/external/chromium_org/content/browser/renderer_host/ |
H A D | compositing_iosurface_shader_programs_mac.cc | 122 const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098); 123 const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439); 124 const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071); 134 vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb; 135 vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb; 136 vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb; 137 vec3 pixel [all...] |
/external/chromium_org/third_party/WebKit/Source/platform/graphics/filters/custom/ |
H A D | CustomFilterValidatedProgram.cpp | 275 mediump vec3 blendedColor = css_BlendColor(multipliedColor.rgb, clampedMixColor.rgb); 276 mediump vec3 weightedColor = (1.0 - multipliedColor.a) * clampedMixColor.rgb + multipliedColor.a * blendedColor; 289 const char* blendColorExpression = "vec3(css_BlendComponent(Cb.r, Cs.r), css_BlendComponent(Cb.g, Cs.g), css_BlendComponent(Cb.b, Cs.b))"; 432 mediump float css_Lum(mediump vec3 C) 436 mediump vec3 css_ClipColor(mediump vec3 C) 447 mediump vec3 css_SetLum(mediump vec3 C, mediump float l) 457 mediump float css_Sat(mediump vec3 C) 473 mediump vec3 css_SetSa [all...] |
/external/clang/test/Sema/ |
H A D | ext_vector_components.c | 12 float3 vec3; local 25 vec3 = vec4.xyz; // legal, shorten
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/external/chromium_org/gpu/command_buffer/tests/ |
H A D | gl_program_unittests.cc | 33 attribute vec3 a_normal; 46 varying vec3 v_normal; 57 varying mediump vec3 v_normal; 61 gl_FragColor = vec4(v_normal/2.0+vec3(0.5), 1);
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/external/eigen/test/eigen2/ |
H A D | eigen2_sparse_solvers.cpp | 47 DenseVector vec2 = vec1, vec3 = vec1; local 54 m2.template marked<LowerTriangular>().solveTriangular(vec3)); 59 m2.template marked<LowerTriangular>().transpose().solveTriangular(vec3)); 64 m2.template marked<UpperTriangular>().solveTriangular(vec3)); 69 m2.template marked<UpperTriangular>().transpose().solveTriangular(vec3));
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/external/chromium_org/third_party/angle/tests/compiler_tests/ |
H A D | ExpressionLimit_test.cpp | 399 vec3 rgb(int r, int g, int b) { 400 return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0); 405 vec3 hairColor0 = rgb(151, 200, 234); 406 vec3 faceColor2 = rgb(183, 148, 133);
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/dist/ |
H A D | gl-matrix.js | 435 * @param {vec3} out the receiving vector 438 * @returns {vec3} out 610 * @name vec3 613 var vec3 = {}; 616 * Creates a new, empty vec3 618 * @returns {vec3} a new 3D vector 620 vec3.create = function() { 629 * Creates a new vec3 initialized with values from an existing vector 631 * @param {vec3} a vector to clone 632 * @returns {vec3} [all...] |
/external/chromium_org/cc/output/ |
H A D | shader.cc | 404 uniform TexCoordPrecision vec3 edge[8]; 411 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); 463 uniform TexCoordPrecision vec3 edge[8]; 472 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); 567 uniform TexCoordPrecision vec3 edge[8]; 576 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); 1342 uniform vec3 yuv_ad [all...] |
/external/chromium-trace/trace-viewer/src/base/unittest/ |
H A D | assertions.js | 128 var message = opt_message || 'Expected ' + vec3.toString(a) + 129 ' but got ' + vec3.toString(b);
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