/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/ |
H A D | bloom_common.h | 43 vec3 bloomDownscaleWeighted9(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscaleWeighted9() argument 45 vec3 colSample = textureLod(sampler2D(tex, sampl), uv + vec2(-0.96875, 0.96875) * invTexSize, 0).xyz; in bloomDownscaleWeighted9() 50 colSample = textureLod(sampler2D(tex, sampl), uv + vec2(0.00000, 0.93750) * invTexSize, 0).xyz; // 0.00000, 0.93750: param in bloomDownscaleWeighted9() 55 colSample = textureLod(sampler2D(tex, sampl), uv + vec2(0.96875, 0.96875) * invTexSize, 0).xyz; // 0.96875: param in bloomDownscaleWeighted9() 61 uv + vec2(-0.93750, 0.00000) * invTexSize, 0).xyz; // 0.93750, 0.00000:param in bloomDownscaleWeighted9() 66 colSample = textureLod(sampler2D(tex, sampl), uv, 0).xyz; in bloomDownscaleWeighted9() 72 uv + vec2(0.93750, 0.00000) * invTexSize, 0).xyz; // 0.93750, 0.00000:param in bloomDownscaleWeighted9() 78 colSample = textureLod(sampler2D(tex, sampl), uv + vec2(-0.96875, -0.96875) * invTexSize, 0).xyz; // 0.96875:param in bloomDownscaleWeighted9() 84 uv + vec2(0.00000, -0.93750) * invTexSize, 0).xyz; // 0.93750, 0.00000:param in bloomDownscaleWeighted9() 89 colSample = textureLod(sampler2D(tex, sampl), uv in bloomDownscaleWeighted9() 105 bloomDownscale9(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) bloomDownscale9() argument 124 bloomDownscaleWeighted(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) bloomDownscaleWeighted() argument 254 bloomDownscale(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) bloomDownscale() argument 305 bloomUpscale(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) bloomUpscale() argument [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_inplace_sampling_common.h | 25 vec2 uv; in GetTransformedUV() local 26 uv.x = dot(texTransform.rotateScale.xy, uvInput); in GetTransformedUV() 27 uv.y = dot(texTransform.rotateScale.zw, uvInput); in GetTransformedUV() 28 uv += texTransform.translate.xy; in GetTransformedUV() 29 return uv; in GetTransformedUV() 33 // uv set bit = low bits (0) 46 vec2 uv = (((texCoordInfo >> CORE_MATERIAL_TEXCOORD_INFO_SHIFT) & texCoordInfoBit) == texCoordInfoBit) ? inputUv.zw in GetFinalSamplingUV() local 53 uv = GetTransformedUV(texTransform, uv); in GetFinalSamplingUV() 55 return uv; in GetFinalSamplingUV() 60 vec2 uv = (((texCoordInfo >> CORE_MATERIAL_TEXCOORD_INFO_SHIFT) & texCoordInfoBit) == texCoordInfoBit) ? inputUv.zw GetFinalSamplingUV() local 74 const vec2 uv = GetBaseColorSample() local 80 const vec2 uv = GetFinalSamplingUV( GetBaseColorSample() local 87 const vec2 uv = GetNormalSample() local 93 const vec2 uv = GetFinalSamplingUV( GetNormalSample() local 100 const vec2 uv = GetMaterialSample() local 106 const vec2 uv = GetFinalSamplingUV( GetMaterialSample() local 113 const vec2 uv = GetEmissiveSample() local 119 const vec2 uv = GetFinalSamplingUV( GetEmissiveSample() local 126 const vec2 uv = GetFinalSamplingUV(uvInput, CORE_MATERIAL_TEXCOORD_INFO_AO_BIT, CORE_MATERIAL_PACK_TEX_AO_UV_IDX); GetAOSample() local 131 const vec2 uv = GetAOSample() local 138 const vec2 uv = GetClearcoatSample() local 144 const vec2 uv = GetFinalSamplingUV( GetClearcoatSample() local 151 const vec2 uv = GetFinalSamplingUV(uvInput, CORE_MATERIAL_TEXCOORD_INFO_CLEARCOAT_ROUGHNESS_BIT, GetClearcoatRoughnessSample() local 157 const vec2 uv = GetFinalSamplingUV(uvInput, CORE_MATERIAL_TEXCOORD_INFO_CLEARCOAT_ROUGHNESS_BIT, GetClearcoatRoughnessSample() local 164 const vec2 uv = GetFinalSamplingUV( GetClearcoatNormalSample() local 170 const vec2 uv = GetFinalSamplingUV(uvInput, CORE_MATERIAL_TEXCOORD_INFO_CLEARCOAT_NORMAL_BIT, GetClearcoatNormalSample() local 177 const vec2 uv = GetSheenSample() local 183 const vec2 uv = GetFinalSamplingUV( GetSheenSample() local 191 const vec2 uv = GetSheenRoughnessSample() local 197 const vec2 uv = GetFinalSamplingUV( GetSheenRoughnessSample() local 204 const vec2 uv = GetFinalSamplingUV( GetTransmissionSample() local 210 const vec2 uv = GetFinalSamplingUV( GetTransmissionSample() local 217 const vec2 uv = GetSpecularSample() local 223 const vec2 uv = GetFinalSamplingUV( GetSpecularSample() local 320 GetUnpackBaseColorFinalValue(in CORE_RELAXEDP vec4 color, in vec4 uv, in uint instanceIdx) GetUnpackBaseColorFinalValue() argument [all...] |
H A D | 3d_dm_inplace_env_common.h | 47 in uint environmentType, in uint cameraIdx, in vec2 uv, in samplerCube cubeMap, in sampler2D texMap, out vec4 color) in InplaceEnvironmentBlock() 59 vec4 farPlane = viewProjInv * vec4(uv.x, uv.y, 1.0, 1.0); in InplaceEnvironmentBlock() 64 vec4 nearPlane = viewProjInv * vec4(uv.x, uv.y, 0.0, 1.0); in InplaceEnvironmentBlock() 77 const vec2 texCoord = (uv + vec2(1.0)) * 0.5; in InplaceEnvironmentBlock() 46 InplaceEnvironmentBlock( in uint environmentType, in uint cameraIdx, in vec2 uv, in samplerCube cubeMap, in sampler2D texMap, out vec4 color) InplaceEnvironmentBlock() argument
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H A D | 3d_dm_shadowing_common.h | 72 const vec2 uv = (shadowCoord.xy * textureSize) + offset; in CalcPcfShadow() local 73 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadow() 74 const float fracS = fract(uv.x); in CalcPcfShadow() 75 const float fracT = fract(uv.y); in CalcPcfShadow() 144 const vec2 uv = (shadowCoord.xy * textureSize) + offset; in CalcPcfShadowMed() local 145 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadowMed() 146 const float fracS = fract(uv.x); in CalcPcfShadowMed() 147 const float fracT = fract(uv.y); in CalcPcfShadowMed()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/shaders/common/ |
H A D | render_blur_common.h | 53 texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) in GaussianBlurRGBA() 55 vec4 color = textureLod(sampler2D(tex, sampl), uv, 0) * CORE_BLUR_WEIGHTS[0]; in GaussianBlurRGBA() 70 texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) in GaussianBlurRGB() 72 vec3 color = textureLod(sampler2D(tex, sampl), uv, 0).xyz * CORE_BLUR_WEIGHTS[0]; in GaussianBlurRGB() 87 texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) in GaussianBlurRG() 89 vec2 color = textureLod(sampler2D(tex, sampl), uv, 0).xy * CORE_BLUR_WEIGHTS[0]; in GaussianBlurRG() 104 texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) in GaussianBlurR() 106 float color = textureLod(sampler2D(tex, sampl), uv, 0).x * CORE_BLUR_WEIGHTS[0]; in GaussianBlurR() 121 texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) in GaussianBlurA() 123 float alpha = textureLod(sampler2D(tex, sampl), uv, in GaussianBlurA() 52 GaussianBlurRGBA( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) GaussianBlurRGBA() argument 69 GaussianBlurRGB( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) GaussianBlurRGB() argument 86 GaussianBlurRG( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) GaussianBlurRG() argument 103 GaussianBlurR( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) GaussianBlurR() argument 120 GaussianBlurA( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) GaussianBlurA() argument 137 GaussianBlurRGBALayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) GaussianBlurRGBALayer() argument 156 GaussianBlurRGBLayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) GaussianBlurRGBLayer() argument 177 GaussianBlurRGLayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) GaussianBlurRGLayer() argument 198 GaussianBlurRLayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) GaussianBlurRLayer() argument 217 GaussianBlurALayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) GaussianBlurALayer() argument 240 SoftDownscaleRGB( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) SoftDownscaleRGB() argument 290 DownscaleRGBA( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) DownscaleRGBA() argument 296 DownscaleRGBADof( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) DownscaleRGBADof() argument 329 BlurRGBADof( texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invTexSize) BlurRGBADof() argument 362 SoftDownscaleRGBLayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) SoftDownscaleRGBLayer() argument 412 DownscaleRGBALayer( texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) DownscaleRGBALayer() argument [all...] |
H A D | render_post_process_blocks.h | 50 in uint postProcessFlags, in vec4 vignetteFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessVignetteBlock() 54 const vec2 uvVal = uv.xy * (vec2(1.0) - uv.yx); in PostProcessVignetteBlock() 64 void PostProcessColorFringeBlock(in uint postProcessFlags, in vec4 chromaFactor, in vec2 uv, in vec2 uvSize, in PostProcessColorFringeBlock() argument 71 const vec2 distUv = (uv - 0.5) * 2.0; in PostProcessColorFringeBlock() 76 textureLod(imgSampler, uv - vec2(uvDistToImageCenter.x, uvDistToImageCenter.y), 0).x; in PostProcessColorFringeBlock() 78 textureLod(imgSampler, uv + vec2(uvDistToImageCenter.x, uvDistToImageCenter.y), 0).z; in PostProcessColorFringeBlock() 88 void PostProcessDitherBlock(in uint postProcessFlags, in vec4 ditherFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessDitherBlock() argument 92 const vec2 random01Range = vec2(uv.x * ditherFactor.y, uv in PostProcessDitherBlock() 49 PostProcessVignetteBlock( in uint postProcessFlags, in vec4 vignetteFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) PostProcessVignetteBlock() argument 116 PostProcessBloomCombineBlock(in uint postProcessFlags, in vec4 bloomFactor, in vec2 uv, in sampler2D imgSampler, in sampler2D dirtImgSampler, in vec3 inCol, out vec3 outCol) PostProcessBloomCombineBlock() argument [all...] |
H A D | render_post_process_common.h | 26 float getVignetteCoeff(const vec2 uv, CORE_RELAXEDP const float coeff, CORE_RELAXEDP const float power) in getVignetteCoeff() argument 28 vec2 uvVal = uv.xy * (vec2(1.0) - uv.yx); in getVignetteCoeff() 37 float getChromaCoeff(const vec2 uv, CORE_RELAXEDP const float chromaCoefficient) in getChromaCoeff() argument 40 vec2 distUv = (uv - 0.5) * 2.0; in getChromaCoeff()
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H A D | render_compatibility_common.h | 64 vec2 uv = fragCoord * inverseTexelSize; in GetFragCoordUv() local 66 uv = vec2(uv.x, 1.0 - uv.y); in GetFragCoordUv() 68 return uv; in GetFragCoordUv() 71 // out uv, gl_FragCoord, inverse tex size (i.e. texel size) 72 #define CORE_GET_FRAGCOORD_UV(uv, fc, its) (uv = GetFragCoordUv(fc, its))
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/foundation/bundlemanager/bundle_framework/interfaces/kits/js/bundle_manager/ |
H A D | clean_cache_callback.cpp | 15 #include <uv.h>
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H A D | clean_cache_callback.h | 20 #include <uv.h>
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/foundation/ability/ability_runtime/frameworks/js/napi/mission_manager/ |
H A D | distributed_mission_manager_helper.h | 19 #include <uv.h>
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/foundation/bundlemanager/bundle_framework/interfaces/kits/js/bundlemgr/ |
H A D | cleancache_callback.cpp | 15 #include <uv.h>
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H A D | cleancache_callback.h | 20 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/hid/ |
H A D | napi_bluetooth_hid_host_observer.cpp | 23 #include <uv.h>
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/foundation/filemanagement/file_api/interfaces/kits/js/src/mod_fileio/properties/ |
H A D | watcher.h | 19 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/opp/ |
H A D | napi_bluetooth_opp_observer.cpp | 16 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/pan/ |
H A D | napi_bluetooth_pan_observer.cpp | 15 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/pbap/ |
H A D | napi_bluetooth_pbap_pse_observer.cpp | 16 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/a2dp/ |
H A D | napi_bluetooth_a2dp_src_observer.cpp | 15 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/map/ |
H A D | napi_bluetooth_map_mse_observer.cpp | 15 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/ |
H A D | napi_bluetooth_avrcp_ct_observer.cpp | 15 #include <uv.h>
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H A D | napi_bluetooth_avrcp_tg_observer.cpp | 15 #include <uv.h>
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H A D | napi_bluetooth_a2dp_snk_observer.cpp | 15 #include <uv.h>
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/foundation/communication/bluetooth/frameworks/js/napi/src/hfp/ |
H A D | napi_bluetooth_hfp_ag_observer.cpp | 15 #include <uv.h>
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H A D | napi_bluetooth_hfp_hf_observer.cpp | 15 #include <uv.h>
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