Searched refs:vec3 (Results 1 - 9 of 9) sorted by relevance

/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
H A Dshader2v.glsl6 varying vec3 varWorldPos;
7 varying vec3 varWorldNormal;
17 vec3 worldNorm = model3 * ATTRIB_normal;
/frameworks/native/services/surfaceflinger/
H A DTransform.h26 #include <ui/vec3.h>
68 const vec3& operator [] (size_t i) const; // returns column i
92 vec3 v[3];
93 inline const vec3& operator [] (int i) const { return v[i]; }
94 inline vec3& operator [] (int i) { return v[i]; }
101 vec3 transform(const vec3& v) const;
H A DTransform.cpp86 const vec3& Transform::operator [] (size_t i) const {
105 vec3& v(mMatrix[i]);
184 vec3 Transform::transform(const vec3& v) const {
185 vec3 r;
/frameworks/native/services/surfaceflinger/Effects/
H A DDaltonizer.cpp81 const vec3& lms_r(rgb2lms[0].rgb);
83 const vec3& lms_b(rgb2lms[2].rgb);
85 const vec3 lms_w((rgb2lms * vec4(1)).rgb);
90 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia
91 const vec3 p1 = cross(lms_w, lms_r); // tritanopia
/frameworks/native/libs/ui/tests/
H A Dvec_test.cpp34 vec3& v3(v4.xyz);
37 EXPECT_EQ(sizeof(vec3), sizeof(float)*3);
73 vec4 v5(vec3(v2.xy, 42), 24);
106 v0.xyz = vec3(1,2,3);
239 vec3 east(1, 0, 0);
240 vec3 north(0, 1, 0);
241 vec3 up( cross(east, north) );
242 EXPECT_EQ(up, vec3(0,0,1));
247 vec3 v0(1,2,3);
248 vec3 v
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/frameworks/native/services/surfaceflinger/RenderEngine/
H A DGLES20RenderEngine.cpp108 m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
111 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
114 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
/frameworks/native/include/ui/
H A Dvec3.h108 typedef tvec3<float> vec3; typedef in namespace:android
H A Dvec4.h23 #include <ui/vec3.h>
/frameworks/av/media/libstagefright/codecs/m4v_h263/enc/src/
H A Dvlc_encode.cpp2544 Int vec1, vec2, vec3; local
2574 vec3 = 3 ;
2586 vec3 = 3 ;
2598 vec3 = 3 ;
2610 vec3 = 2 ;
2622 vec3 = 2 ;
2705 p3x = motdata[yin3*nMBPerRow+xin3][vec3].x;
2706 p3y = motdata[yin3*nMBPerRow+xin3][vec3].y;
2707 //p3x = motxdata[xin3*2+ (vec3&0x1) + (yin3*2+(vec3>>
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