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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/
H A Dbloom_common.h141 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y - ts.y), 0).xyz; in bloomDownscaleWeighted()
146 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y - ts.y), 0).xyz; in bloomDownscaleWeighted()
152 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x - ts.x, uv.y), 0).xyz; in bloomDownscaleWeighted()
157 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y), 0).xyz; in bloomDownscaleWeighted()
162 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y), 0).xyz; in bloomDownscaleWeighted()
168 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x - ts.x, uv.y + ts.y), 0).xyz; in bloomDownscaleWeighted()
173 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y + ts.y), 0).xyz; in bloomDownscaleWeighted()
178 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y + ts.y), 0).xyz; in bloomDownscaleWeighted()
186 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x - ths.x, uv.y - ths.y), 0).xyz; in bloomDownscaleWeighted()
191 colSample = textureLod(sampler2D(tex, sampl), vec2(uv.x + ths.x, uv.y - ths.y), 0).xyz; in bloomDownscaleWeighted()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/api/render/shaders/common/
H A Drender_blur_common.h252 … vec3 color = textureLod(sampler2D(tex, sampl), vec2(uv.x - ts.x, uv.y - ts.y), 0).xyz * diagCoeff; in SoftDownscaleRGB()
253 color += textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y - ts.y), 0).xyz * stepCoeff; in SoftDownscaleRGB()
254 color += textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y - ts.y), 0).xyz * diagCoeff; in SoftDownscaleRGB()
256 color += textureLod(sampler2D(tex, sampl), vec2(uv.x - ts.x, uv.y), 0).xyz * stepCoeff; in SoftDownscaleRGB()
257 color += textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y), 0).xyz * centerCoeff; in SoftDownscaleRGB()
258 color += textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y), 0).xyz * stepCoeff; in SoftDownscaleRGB()
260 color += textureLod(sampler2D(tex, sampl), vec2(uv.x - ts.x, uv.y + ts.y), 0).xyz * diagCoeff; in SoftDownscaleRGB()
261 color += textureLod(sampler2D(tex, sampl), vec2(uv.x, uv.y + ts.y), 0).xyz * centerCoeff; in SoftDownscaleRGB()
262 color += textureLod(sampler2D(tex, sampl), vec2(uv.x + ts.x, uv.y + ts.y), 0).xyz * diagCoeff; in SoftDownscaleRGB()
310 textureLod(sampler2D(tex, sampl), vec2(uv.x + ths.x, uv.y - ths.y), 0), in DownscaleRGBADof()
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H A Drender_post_process_blocks.h50 in uint postProcessFlags, in vec4 vignetteFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessVignetteBlock() argument
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 vec… 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 inC… in PostProcessDitherBlock() argument
92 const vec2 random01Range = vec2(uv.x * ditherFactor.y, uv.y * ditherFactor.z); in PostProcessDitherBlock()
116 void PostProcessBloomCombineBlock(in uint postProcessFlags, in vec4 bloomFactor, in vec2 uv, in sam… in PostProcessBloomCombineBlock() argument
122 const vec3 bloomColor = textureLod(imgSampler, uv, 0).rgb * bloomFactor.z; in PostProcessBloomCombineBlock()
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H A Drender_compatibility_common.h64 vec2 uv = fragCoord * inverseTexelSize; in GetFragCoordUv() local
66 uv = vec2(uv.x, 1.0 - uv.y); in GetFragCoordUv()
68 return uv; in GetFragCoordUv()
72 #define CORE_GET_FRAGCOORD_UV(uv, fc, its) (uv = GetFragCoordUv(fc, its)) argument
H A Drender_post_process_common.h26 float getVignetteCoeff(const vec2 uv, CORE_RELAXEDP const float coeff, CORE_RELAXEDP const float po… 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()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_inplace_sampling_common.h25 vec2 uv; in GetTransformedUV() local
29 return uv; in GetTransformedUV()
53 uv = GetTransformedUV(texTransform, uv); in GetFinalSamplingUV()
55 return uv; in GetFinalSamplingUV()
67 uv = GetTransformedUV(texTransform, uv); in GetFinalSamplingUV()
69 return uv; in GetFinalSamplingUV()
74 const vec2 uv = in GetBaseColorSample() local
87 const vec2 uv = in GetNormalSample() local
100 const vec2 uv = in GetMaterialSample() local
113 const vec2 uv = in GetEmissiveSample() local
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H A D3d_dm_inplace_env_common.h47 …in uint environmentType, in uint cameraIdx, in vec2 uv, in samplerCube cubeMap, in sampler2D texMa… in InplaceEnvironmentBlock() argument
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()
H A D3d_dm_shadowing_common.h72 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()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/
H A Dfullscreen_motion_blur_tile_neighborhood.frag34 void GetMaxAround(const vec2 uv, out vec2 velocity)
52 velocities[0] = textureLodOffset(uVelocity, uv, 0, offsets[0]).xy;
53 velocities[1] = textureLodOffset(uVelocity, uv, 0, offsets[1]).xy;
54 velocities[2] = textureLodOffset(uVelocity, uv, 0, offsets[2]).xy;
55 velocities[3] = textureLodOffset(uVelocity, uv, 0, offsets[3]).xy;
74 void GetMaxHorizontal(const vec2 uv, out vec2 velocity)
104 void GetMaxVertical(const vec2 uv, out vec2 velocity)
139 const vec2 uv = inUv.xy;
143 GetMaxHorizontal(uv, velocity);
145 GetMaxVertical(uv, velocity);
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H A Dfullscreen_downscale.frag34 const vec2 uv = inUv;
37 vec4 color = textureLod(sampler2D(uTex, uSampler), uv, 0) * 0.5;
40 color += textureLod(sampler2D(uTex, uSampler), uv - ths, 0) * 0.125;
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;
43 color += textureLod(sampler2D(uTex, uSampler), uv + ths, 0) * 0.125;
H A Dfullscreen_upscale.frag34 const vec2 uv = inUv;
37 vec4 color = textureLod(sampler2D(uTex, uSampler), uv, 0) * 0.5;
40 color += textureLod(sampler2D(uTex, uSampler), uv - ts, 0) * 0.125;
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;
43 color += textureLod(sampler2D(uTex, uSampler), uv + ts, 0) * 0.125;
H A Dfullscreen_motion_blur.frag46 vec2 GetUnpackVelocity(const vec2 uv, const vec2 invSize)
48 return textureLod(uVelocity, uv, 0).xy * invSize;
51 vec2 GetUnpackTileVelocity(const vec2 uv, const vec2 invSize)
53 return textureLod(uTileVelocity, uv, 0).xy * invSize;
155 const vec2 uv = baseUv + offset;
156 const float depth = textureLod(uDepth, uv, 0).x;
161 color += textureLod(uInput, uv, 0).xyz * weight;
172 const vec2 uv = baseUv + offset;
173 const float sampleDepth = textureLod(uDepth, uv, 0).x;
174 … const vec2 sampleVel = GetUnpackVelocity(uv, uPc.viewportSizeInvSize.zw) * velocityCoefficient;
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H A Dfullscreen_motion_blur_tile_max.frag52 const vec2 uv = inUv.xy;
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);
H A Dbloom_downscale.frag28 const vec2 uv = inUv;
32 color = bloomDownscale9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
34 color = bloomDownscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
H A Dbloom_combine.frag30 const vec2 uv = inUv;
31 const vec3 baseColor = textureLod(sampler2D(uTex, uSampler), uv, 0).xyz;
33 const vec3 bloomColor = textureLod(sampler2D(uTexBloom, uSampler), uv, 0).xyz;
H A Dbloom_downscale_threshold.frag29 const vec2 uv = inUv;
33 color = bloomDownscaleWeighted9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
35 color = bloomDownscaleWeighted(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
H A Dbloom_upscale.frag29 const vec2 uv = inUv;
30 vec3 color = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
H A Dfullscreen_taa.frag34 float GetUnpackDepthBuffer(const vec2 uv)
39 return textureLod(sampler2D(uDepth, uSampler), uv, 0).x;
43 vec2 GetUnpackVelocity(const vec2 uv, const vec2 invSize)
48 return textureLod(sampler2D(uVelocity, uSampler), uv, 0).xy * invSize;
81 // multiply velocity to correct uv offsets
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/computeshader/
H A Dbloom_combine.comp26 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
27 const vec3 baseColor = textureLod(sampler2D(uTex, uSampler), uv, 0).xyz;
29 //const vec3 bloomColor = textureLod(sampler2D(uTexBloom, uSampler), uv, 0).xyz;
30 const vec3 bloomColor = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTexBloom, uSampler);
H A Dbloom_downscale_threshold.comp30 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
32 //vec3 color = bloomDownscale(uv, uPc.texSizeInvTexSize.zw, uTex, uSampler);
35 color = bloomDownscaleWeighted9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
37 color = bloomDownscaleWeighted(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
H A Dbloom_downscale.comp26 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
30 color = bloomDownscale9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
32 color = bloomDownscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
H A Dbloom_upscale.comp28 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw;
30 vec3 color = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler);
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag38 FullGBufferData GetUnpackMaterialValues(const vec2 uv)
56 void GetSampledGBuffer(const vec2 uv, inout FullGBufferData fd)
68 GetUnpackVelocityAndNormal(textureLod(uGBufferVelocityNormal, uv, 0), vel, fd.normal);
73 void GetSimpleSampledGBuffer(const vec2 uv, inout FullGBufferData fd)
81 GetUnpackVelocityAndNormal(textureLod(uGBufferVelocityNormal, uv, 0), vel, fd.normal);
86 float GetSampledDepthBuffer(const vec2 uv)
91 return GetUnpackDepthBuffer(textureLod(uGBufferDepthBuffer, uv, 0).x);
95 vec4 GetSampledBaseColor(const vec2 uv)
101 GetUnpackBaseColorWithAo(textureLod(uGBufferBaseColor, uv, 0), color.rgb, color.a);
108 vec3 GetWorldPos(const uint cameraIdx, const float depthSample, const vec2 uv)
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/ohos5.0/docs/zh-cn/application-dev/reference/native-lib/
H A Dlibuv.md18 #include <uv.h>
61 #include "uv.h"
121 #include "uv.h"
183 #include "uv.h"
269 #include "uv.h"
474 #include <uv.h>
578 - 锁相关的操作,如uv\_mutex\_lock()、uv\_mutex\_unlock()等等。
587 - uv\_os\_setenv():设置环境变量
820 #include <uv.h>
936 #include <uv.h>
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/ohos5.0/foundation/arkui/napi/interfaces/inner_api/cjffi/ark_interop/
H A DBUILD.gn93 "//third_party/libuv:uv",
98 "libuv:uv",

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