/ohos5.0/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 invT… in GaussianBlurRGBA() 58 vec2 currOffset = vec2(CORE_BLUR_OFFSETS[idx]) * dir.xy; in GaussianBlurRGBA() 70 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in GaussianBlurRGB() 75 vec2 currOffset = vec2(CORE_BLUR_OFFSETS[idx]) * dir.xy; in GaussianBlurRGB() 87 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in GaussianBlurRG() 104 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in GaussianBlurR() 121 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in GaussianBlurA() 241 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in SoftDownscaleRGB() 291 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in DownscaleRGBA() 297 …texture2D tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec2 dir, const vec2 invT… in DownscaleRGBADof() [all …]
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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 …ProcessColorFringeBlock(in uint postProcessFlags, in vec4 chromaFactor, in vec2 uv, in vec2 uvSize, in PostProcessColorFringeBlock() 71 const vec2 distUv = (uv - 0.5) * 2.0; in PostProcessColorFringeBlock() 74 const vec2 uvDistToImageCenter = chroma * uvSize; 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 inC… in PostProcessDitherBlock() 92 const vec2 random01Range = vec2(uv.x * ditherFactor.y, uv.y * ditherFactor.z); in PostProcessDitherBlock() 93 … outCol += fract(sin(dot(random01Range.xy, vec2(12.9898, 78.233))) * 43758.5453) * ditherFactor.x; in PostProcessDitherBlock() [all …]
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H A D | render_post_process_common.h | 26 float getVignetteCoeff(const vec2 uv, CORE_RELAXEDP const float coeff, CORE_RELAXEDP const float po… in getVignetteCoeff() 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() 40 vec2 distUv = (uv - 0.5) * 2.0; in getChromaCoeff() 47 float RandomDither(vec2 st) in RandomDither() 49 return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453); in RandomDither()
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H A D | render_compatibility_common.h | 28 using vec2 = BASE_NS::Math::Vec2; variable 62 vec2 GetFragCoordUv(vec2 fragCoord, vec2 inverseTexelSize) in GetFragCoordUv() 64 vec2 uv = fragCoord * inverseTexelSize; in GetFragCoordUv() 66 uv = vec2(uv.x, 1.0 - uv.y); in GetFragCoordUv()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/ |
H A D | fullscreen_motion_blur_tile_max.frag | 19 layout(location = 0) in vec2 inUv; 34 bool IsVelocityZero(const vec2 velocity) 39 float SqrMagnitude(const vec2 vec) 52 const vec2 uv = inUv.xy; 55 vec2 velocities[sampleCount]; 58 const vec2 baseUv = uv; 65 const vec2 baseUv = uv + stepSize * vec2(0.0, 1.0); 72 const vec2 baseUv = uv + stepSize * vec2(0.0, 2.0); 79 const vec2 baseUv = uv + stepSize * vec2(0.0, 3.0); 86 vec2 velocity = vec2(0.0); [all …]
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H A D | fullscreen_motion_blur_tile_neighborhood.frag | 19 layout(location = 0) in vec2 inUv; 29 float SqrMagnitude(const vec2 vec) 34 void GetMaxAround(const vec2 uv, out vec2 velocity) 51 vec2 velocities[sampleCount]; 62 velocity = vec2(0.0); 74 void GetMaxHorizontal(const vec2 uv, out vec2 velocity) 92 velocity = vec2(0.0); 104 void GetMaxVertical(const vec2 uv, out vec2 velocity) 122 velocity = vec2(0.0); 139 const vec2 uv = inUv.xy; [all …]
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H A D | fullscreen_motion_blur.frag | 22 layout(location = 0) in vec2 inUv; 46 vec2 GetUnpackVelocity(const vec2 uv, const vec2 invSize) 51 vec2 GetUnpackTileVelocity(const vec2 uv, const vec2 invSize) 61 bool IsVelocityZero(const vec2 velocity) 84 const vec2 sampleVel) 117 const vec2 baseUv = inUv.xy; 118 vec2 velUv = baseUv; 119 const vec2 texIdx = baseUv * uPc.viewportSizeInvSize.xy; 120 const vec2 roundVal = round(texIdx); 155 const vec2 uv = baseUv + offset; [all …]
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H A D | fullscreen_taa.frag | 23 layout(location = 0) in vec2 inUv; 34 float GetUnpackDepthBuffer(const vec2 uv) 43 vec2 GetUnpackVelocity(const vec2 uv, const vec2 invSize) 52 vec2 GetVelocity() 55 vec2 velUv = inUv; 67 …vec2 batch1 = vec2(1.0, textureLodOffset(sampler2D(uDepth, uSampler), inUv.xy, 0.0, offsets[0]).x); 68 …vec2 batch2 = vec2(textureLodOffset(sampler2D(uDepth, uSampler), inUv.xy, 0.0, offsets[1]).x, text… 72 …vec2 batch3 = vec2(textureLodOffset(sampler2D(uDepth, uSampler), inUv.xy, 0.0, offsets[3]).x, text… 104 const vec2 velocity = GetVelocity(); 105 const vec2 historyUv = inUv.xy - velocity;
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H A D | fullscreen_fxaa.frag | 31 layout(location = 0) in vec2 inUv; 47 vec2 GetFxaaThreshold(const uint quality) 51 return vec2(0.333f, 0.0833f); 53 return vec2(0.125f, 0.0312f); 55 return vec2(0.063f, 0.0625f); 65 const vec2 fxaaThreshold = GetFxaaThreshold(quality); 67 const vec2 textureSizeInv = uPc.viewportSizeInvSize.zw; 68 const vec2 texelCenter = inUv; 75 vec2(0), // unused FxaaFloat2 fxaaQualityRcpFrame
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H A D | fullscreen_post_process_tonemap.frag | 29 layout(location = 0) in vec2 inUv; 45 const vec2 uvSize = uPc.texSizeInvTexSize.zw; 48 const vec2 distUv = (inUv - 0.5) * 2.0; 51 const vec2 uvDistToImageCenter = chroma * uvSize; 53 …textureLod(sampler2D(uTex, uSampler), inUv - vec2(uvDistToImageCenter.x, uvDistToImageCenter.y), 0… 55 …textureLod(sampler2D(uTex, uSampler), inUv + vec2(uvDistToImageCenter.x, uvDistToImageCenter.y), 0… 77 const vec2 uvVal = inUv.xy * (vec2(1.0) - inUv.yx);
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H A D | fullscreen_downscale.frag | 17 layout (location = 0) in vec2 inUv; 33 const vec2 ths = uPc.texSizeInvTexSize.zw * 0.5; 34 const vec2 uv = inUv; 41 color += textureLod(sampler2D(uTex, uSampler), vec2(uv.x + ths.x, uv.y - ths.y), 0) * 0.125; 42 color += textureLod(sampler2D(uTex, uSampler), vec2(uv.x - ths.x, uv.y + ths.y), 0) * 0.125;
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H A D | fullscreen_upscale.frag | 17 layout (location = 0) in vec2 inUv; 33 const vec2 ts = uPc.texSizeInvTexSize.zw * 2.0; 34 const vec2 uv = inUv; 41 color += textureLod(sampler2D(uTex, uSampler), uv + vec2(ts.x, -ts.y), 0) * 0.125; 42 color += textureLod(sampler2D(uTex, uSampler), uv + vec2(-ts.x, ts.y), 0) * 0.125;
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H A D | depth_of_field.frag | 23 layout (location = 0) in vec2 inUv; 32 CORE_RELAXEDP vec4 DepthOfField(vec2 texCoord, vec2 invTexSize, vec4 params1, vec4 params2)
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/ohos5.0/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() 105 vec3 bloomDownscale9(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscale9() 124 vec3 bloomDownscaleWeighted(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscaleWeighted() 132 const vec2 ts = invTexSize; in bloomDownscaleWeighted() 184 const vec2 ths = ts * 0.5; in bloomDownscaleWeighted() 216 const vec2 ths = invTexSize * 0.5; in bloomDownscaleWeighted() 254 vec3 bloomDownscale(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscale() 262 const vec2 ts = invTexSize; in bloomDownscale() 277 const vec2 ths = ts * 0.5; in bloomDownscale() 305 vec3 bloomUpscale(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomUpscale() [all …]
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H A D | fxaa_reference.h | 20 vec2 pos, in FxaaPixelShader() 24 vec2 fxaaQualityRcpFrame, in FxaaPixelShader()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_shadowing_common.h | 29 vec2 uvBias; in ComputeReceiverPlaneDepthBias() 36 float GetPcfSample(sampler2DShadow shadow, const vec2 baseUv, const vec2 offset, const float compar… in GetPcfSample() 37 const vec2 texelSize, const vec2 receiverPlaneDepthBias) in GetPcfSample() 39 const vec2 uvOffset = offset * texelSize; in GetPcfSample() 71 const vec2 offset = vec2(0.5); in CalcPcfShadow() 88 const vec2 receiverPlaneDepthBias = vec2(shadowFactor.y, shadowFactor.y); in CalcPcfShadow() 137 const vec2 textureSize = vec2(textureSize(shadow, 0).xy); in CalcPcfShadowMed() 138 const vec2 texelSize = 1.0 / textureSize; in CalcPcfShadowMed() 143 const vec2 offset = vec2(0.5); in CalcPcfShadowMed() 160 const vec2 receiverPlaneDepthBias = vec2(shadowFactor.y, shadowFactor.y); in CalcPcfShadowMed() [all …]
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H A D | 3d_dm_inplace_sampling_common.h | 23 vec2 GetTransformedUV(const DefaultMaterialUnpackedTexTransformStruct texTransform, const vec2 uvIn… in GetTransformedUV() 25 vec2 uv; in GetTransformedUV() 74 const vec2 uv = in GetBaseColorSample() 87 const vec2 uv = in GetNormalSample() 100 const vec2 uv = in GetMaterialSample() 113 const vec2 uv = in GetEmissiveSample() 131 const vec2 uv = in GetAOSample() 138 const vec2 uv = in GetClearcoatSample() 177 const vec2 uv = in GetSheenSample() 191 const vec2 uv = in GetSheenRoughnessSample() [all …]
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H A D | 3d_dm_target_packing_common.h | 26 vec2 OctWrap(in vec2 v) in OctWrap() 28 return (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? 1.0 : -1.0, (v.y >= 0.0) ? 1.0 : -1.0); in OctWrap() 30 vec2 NormalOctEncode(in vec3 normal) in NormalOctEncode() 38 vec3 NormalOctDecode(in vec2 f) in NormalOctDecode() 43 n.xy += vec2((n.x >= 0.0) ? -t : t, (n.y >= 0.0) ? -t : t); in NormalOctDecode() 120 vec2 GetPackVelocity(in vec2 velocity) in GetPackVelocity() 125 vec4 GetPackVelocityAndNormal(in vec2 velocity, in vec3 normal) in GetPackVelocityAndNormal() 170 vec2 GetUnpackVelocity(in vec2 velocity) in GetUnpackVelocity() 175 void GetUnpackVelocityAndNormal(in vec4 packed, out vec2 velocity, out vec3 normal) in GetUnpackVelocityAndNormal()
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H A D | 3d_dm_inplace_env_common.h | 47 …in uint environmentType, in uint cameraIdx, in vec2 uv, in samplerCube cubeMap, in sampler2D texMa… in InplaceEnvironmentBlock() 72 …const vec2 texCoord = vec2(atan(worldView.z, worldView.x) + CORE3D_DEFAULT_ENV_PI, acos(worldView.… in InplaceEnvironmentBlock() 73 vec2(2.0 * CORE3D_DEFAULT_ENV_PI, CORE3D_DEFAULT_ENV_PI); in InplaceEnvironmentBlock() 77 const vec2 texCoord = (uv + vec2(1.0)) * 0.5; in InplaceEnvironmentBlock()
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H A D | 3d_dm_indirect_lighting_common.h | 66 vec2 ab = vec2(-1.04, 1.04) * a004 + r.zw; in EnvBRDFApprox() 78 const vec2 c0 = { -1, -0.0275 }; in EnvBRDFApproxNonmetal() 79 const vec2 c1 = { 1, 0.0425 }; in EnvBRDFApproxNonmetal() 80 vec2 r = Roughness * c0 + c1; in EnvBRDFApproxNonmetal()
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/ohos5.0/foundation/window/window_manager/test/fuzztest/wms/windowutilmath_fuzzer/ |
H A D | windowutilmath_fuzzer.cpp | 75 void InitVector2(OHOS::Rosen::TransformHelper::Vector2& vec2, in InitVector2() argument 81 startPos += GetObject<float>(vec2.x_, data + startPos, size - startPos); in InitVector2() 82 startPos += GetObject<float>(vec2.y_, data + startPos, size - startPos); in InitVector2() 131 OHOS::Rosen::TransformHelper::Vector2 vec2; in WindowUtilMathFuzzPart1() local 132 InitVector2(vec2, data, size, startPos); in WindowUtilMathFuzzPart1() 133 OHOS::Rosen::TransformHelper::CreateTranslation(vec2); in WindowUtilMathFuzzPart1() 157 OHOS::Rosen::TransformHelper::Vector2 vec2; in WindowUtilMathFuzzPart2() local 158 InitVector2(vec2, data, size, startPos); in WindowUtilMathFuzzPart2() 159 OHOS::Rosen::TransformHelper::Transform(vec2, mat3); in WindowUtilMathFuzzPart2() 169 OHOS::Rosen::TransformHelper::GetOriginScreenPoint(vec2, mat4); in WindowUtilMathFuzzPart2()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/test/simple/snippets/ |
H A D | core_lerp_blocks.h | 15 void GenericLerp(in vec2 a, in vec2 b, in float t, out vec2 c) in GenericLerp()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fullscreen_deferred_shading.frag | 23 layout(location = 0) in vec2 inUv; 38 FullGBufferData GetUnpackMaterialValues(const vec2 uv) 56 void GetSampledGBuffer(const vec2 uv, inout FullGBufferData fd) 61 vec2 vel; 67 vec2 vel; 73 void GetSimpleSampledGBuffer(const vec2 uv, inout FullGBufferData fd) 76 vec2 vel; 80 vec2 vel; 86 float GetSampledDepthBuffer(const vec2 uv) 95 vec4 GetSampledBaseColor(const vec2 uv) [all …]
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H A D | core3d_dm_fullscreen_env.frag | 20 layout(location = 0) in vec2 inUv; 38 vec2 fragUv; 45 outVelocityNormal = GetPackVelocityAndNormal(vec2(0.0), vec3(0.0));
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H A D | core3d_dm_fullscreen_triangle_env_for_metaballs.vert | 12 layout(location = 0) out vec2 outUv; 21 outUv = vec2(x, y);
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