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/dports/x11/babl/babl-0.1.88/babl/
H A Dbabl-matrix.h91 double a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vector()
109 float a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vectorf()
127 const float a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vectorff()
158 const float a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vectorff_buf3()
163 v_in += 3; in babl_matrix_mul_vectorff_buf3()
183 float a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vectorff_buf4()
188 v_out[3] = v_in[3]; in babl_matrix_mul_vectorff_buf4()
189 v_in += 4; in babl_matrix_mul_vectorff_buf4()
209 const double a = v_in[0], b = v_in[1], c = v_in[2]; in babl_matrix_mul_vector_buf4()
214 v_out[3] = v_in[3]; in babl_matrix_mul_vector_buf4()
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/examples/shaders/transition/
H A Dluma-burn.effect87 VertData VSDefault(VertData v_in) {
90 vert_out.uv = v_in.uv;
293 vertex_shader = VSDefault(v_in);
294 pixel_shader = PSDefault(v_in);
302 vertex_shader = VSDefault(v_in);
303 pixel_shader = PSInverse(v_in);
312 vertex_shader = VSDefault(v_in);
321 vertex_shader = VSDefault(v_in);
330 vertex_shader = VSDefault(v_in);
339 vertex_shader = VSDefault(v_in);
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/effects/sdf/
H A Dsdf-consumer.effect74 VertDataOut VSDefault(VertDataIn v_in)
78 vert_out.uv = v_in.uv;
108 vertex_shader = VSDefault(v_in);
109 pixel_shader = PSShadowOuter(v_in);
131 vertex_shader = VSDefault(v_in);
191 vertex_shader = VSDefault(v_in);
192 pixel_shader = PSGlowOuter(v_in);
212 vertex_shader = VSDefault(v_in);
213 pixel_shader = PSGlowInner(v_in);
282 vertex_shader = VSDefault(v_in);
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H A Dsdf-producer.effect67 VertDataOut VSDefault(VertDataIn v_in)
71 vert_out.uv = v_in.uv;
75 float4 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
77 float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
105 lowest_source = v_in.uv + dt;
130 lowest_source = v_in.uv + dt;
148 float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
176 lowest_source = v_in.uv + dt;
203 lowest_source = v_in.uv + dt;
223 vertex_shader = VSDefault(v_in);
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/dports/multimedia/obs-studio/obs-studio-27.1.3/libobs/data/
H A Dbilinear_lowres_scale.effect20 VertData VSDefault(VertData v_in)
23 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
24 vert_out.uv = v_in.uv;
33 float4 DrawLowresBilinear(VertData v_in)
35 float2 uv = v_in.uv;
55 float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
57 return DrawLowresBilinear(v_in);
62 float4 rgba = DrawLowresBilinear(v_in);
72 vertex_shader = VSDefault(v_in);
73 pixel_shader = PSDrawLowresBilinearRGBA(v_in);
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H A Ddeinterlace_base.effect199 float4 PSYadifMode0RGBA(VertData v_in) : TARGET
209 float4 PSYadifMode2RGBA(VertData v_in) : TARGET
229 float4 PSLinearRGBA(VertData v_in) : TARGET
234 float4 PSLinearRGBA_2x(VertData v_in) : TARGET
239 float4 PSDiscardRGBA(VertData v_in) : TARGET
249 float4 PSBlendRGBA(VertData v_in) : TARGET
254 float4 PSBlendRGBA_2x(VertData v_in) : TARGET
259 VertData VSDefault(VertData v_in)
263 vert_out.uv = v_in.uv;
272 vertex_shader = VSDefault(v_in); \
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/dports/multimedia/obs-studio/obs-studio-27.1.3/plugins/obs-filters/data/
H A Dmask_alpha_filter.effect26 VertDataOut VSDefault(VertDataIn v_in)
29 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
30 vert_out.uv = v_in.uv;
31 vert_out.uv2 = v_in.uv * mul_val + add_val;
35 float4 PSAlphaMaskRGBA(VertDataOut v_in) : TARGET
37 float4 rgba = image.Sample(textureSampler, v_in.uv);
41 float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
51 vertex_shader = VSDefault(v_in);
52 pixel_shader = PSAlphaMaskRGBA(v_in);
H A Dblend_sub_filter.effect26 VertDataOut VSDefault(VertDataIn v_in)
29 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
30 vert_out.uv = v_in.uv;
31 vert_out.uv2 = v_in.uv * mul_val + add_val;
35 float4 PSSubtractImageRGBA(VertDataOut v_in) : TARGET
37 float4 rgba = image.Sample(textureSampler, v_in.uv);
41 float3 targetRGB = target.Sample(textureSampler, v_in.uv2).rgb;
51 vertex_shader = VSDefault(v_in);
52 pixel_shader = PSSubtractImageRGBA(v_in);
H A Dmask_color_filter.effect26 VertDataOut VSDefault(VertDataIn v_in)
29 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
30 vert_out.uv = v_in.uv;
31 vert_out.uv2 = v_in.uv * mul_val + add_val;
35 float4 PSColorMaskRGBA(VertDataOut v_in) : TARGET
37 float4 rgba = image.Sample(textureSampler, v_in.uv);
41 float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
51 vertex_shader = VSDefault(v_in);
52 pixel_shader = PSColorMaskRGBA(v_in);
H A Dblend_add_filter.effect26 VertDataOut VSDefault(VertDataIn v_in)
29 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
30 vert_out.uv = v_in.uv;
31 vert_out.uv2 = v_in.uv * mul_val + add_val;
35 float4 PSAddImageRGBA(VertDataOut v_in) : TARGET
37 float4 rgba = image.Sample(textureSampler, v_in.uv);
41 float3 targetRGB = target.Sample(textureSampler, v_in.uv2).rgb;
51 vertex_shader = VSDefault(v_in);
52 pixel_shader = PSAddImageRGBA(v_in);
H A Dblend_mul_filter.effect26 VertDataOut VSDefault(VertDataIn v_in)
29 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
30 vert_out.uv = v_in.uv;
31 vert_out.uv2 = v_in.uv * mul_val + add_val;
35 float4 PSMuliplyImageRGBA(VertDataOut v_in) : TARGET
37 float4 rgba = image.Sample(textureSampler, v_in.uv);
41 float3 targetRGB = target.Sample(textureSampler, v_in.uv2).rgb;
51 vertex_shader = VSDefault(v_in);
52 pixel_shader = PSMuliplyImageRGBA(v_in);
H A Dcolor_key_filter.effect24 VertData VSDefault(VertData v_in)
27 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
28 vert_out.uv = v_in.uv;
42 float4 ProcessColorKey(float4 rgba, VertData v_in)
50 float4 PSColorKeyRGBA(VertData v_in) : TARGET
52 float4 rgba = image.Sample(textureSampler, v_in.uv);
55 return ProcessColorKey(rgba, v_in);
62 vertex_shader = VSDefault(v_in);
63 pixel_shader = PSColorKeyRGBA(v_in);
H A Dcrop_filter.effect19 VertData VSCrop(VertData v_in)
22 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
23 vert_out.uv = v_in.uv * mul_val + add_val;
27 float4 PSCrop(VertData v_in) : TARGET
29 return image.Sample(textureSampler, v_in.uv);
36 vertex_shader = VSCrop(v_in);
37 pixel_shader = PSCrop(v_in);
H A Dcolor_key_filter_v2.effect24 VertData VSDefault(VertData v_in)
27 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
28 vert_out.uv = v_in.uv;
52 float4 ProcessColorKey(float4 rgba, VertData v_in)
60 float4 PSColorKeyRGBA(VertData v_in) : TARGET
62 float4 rgba = image.Sample(textureSampler, v_in.uv);
65 rgba = ProcessColorKey(rgba, v_in);
74 vertex_shader = VSDefault(v_in);
75 pixel_shader = PSColorKeyRGBA(v_in);
H A Dchroma_key_filter.effect31 VertData VSDefault(VertData v_in)
34 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
35 vert_out.uv = v_in.uv;
69 float4 ProcessChromaKey(float4 rgba, VertData v_in)
71 float chromaDist = GetBoxFilteredChromaDist(rgba.rgb, v_in.uv);
85 float4 PSChromaKeyRGBA(VertData v_in) : TARGET
87 float4 rgba = image.Sample(textureSampler, v_in.uv);
89 return ProcessChromaKey(rgba, v_in);
96 vertex_shader = VSDefault(v_in);
97 pixel_shader = PSChromaKeyRGBA(v_in);
H A Dluma_key_filter.effect20 VertData VSDefault(VertData v_in)
23 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
24 vert_out.uv = v_in.uv;
28 float4 PSALumaKeyRGBA(VertData v_in) : TARGET
30 float4 rgba = image.Sample(textureSampler, v_in.uv);
49 vertex_shader = VSDefault(v_in);
50 pixel_shader = PSALumaKeyRGBA(v_in);
/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/effects/
H A Dcolor-conversion.effect20 VertDataOut VSDefault(VertDataIn v_in) {
22 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
23 vert_out.uv = v_in.uv;
47 float4 RGBToYUV_Pass(VertDataOut v_in) : TARGET {
58 return RGBtoYUV(image.Sample(primarySampler, v_in.uv), mYUV709n);
61 float4 YUVToRGB_Pass(VertDataOut v_in) : TARGET {
67 return YUVtoRGB(image.Sample(primarySampler, v_in.uv), mYUV709i);
72 vertex_shader = VSDefault(v_in);
73 pixel_shader = RGBToYUV_Pass(v_in);
78 vertex_shader = VSDefault(v_in);
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/dports/misc/vxl/vxl-3.3.2/core/vgl/io/tests/
H A Dtest_vector_2d_io.cxx21 vgl_vector_2d<double> v_out(1.2, -3.4), v_in; in test_vector_2d_double_io() local
30 vsl_b_read(bfs_in, v_in); in test_vector_2d_double_io()
36 TEST("v_out == v_in", v_out, v_in); in test_vector_2d_double_io()
50 vgl_vector_2d<float> v_out(1.2f, -3.4f), v_in; in test_vector_2d_float_io() local
59 vsl_b_read(bfs_in, v_in); in test_vector_2d_float_io()
65 TEST("v_out == v_in", v_out, v_in); in test_vector_2d_float_io()
79 vgl_vector_2d<int> v_out(1, -3), v_in; in test_vector_2d_int_io() local
88 vsl_b_read(bfs_in, v_in); in test_vector_2d_int_io()
94 TEST("v_out == v_in", v_out, v_in); in test_vector_2d_int_io()
H A Dtest_vector_3d_io.cxx20 vgl_vector_3d<double> v_out(1.2, -3.4, 5.6), v_in; in test_vector_3d_double_io() local
29 vsl_b_read(bfs_in, v_in); in test_vector_3d_double_io()
35 TEST("v_out == v_in", v_out, v_in); in test_vector_3d_double_io()
49 vgl_vector_3d<float> v_out(1.2f, -3.4f, 5.6f), v_in; in test_vector_3d_float_io() local
58 vsl_b_read(bfs_in, v_in); in test_vector_3d_float_io()
64 TEST("v_out == v_in", v_out, v_in); in test_vector_3d_float_io()
78 vgl_vector_3d<int> v_out(1, -3, 5), v_in; in test_vector_3d_int_io() local
87 vsl_b_read(bfs_in, v_in); in test_vector_3d_int_io()
93 TEST("v_out == v_in", v_out, v_in); in test_vector_3d_int_io()
/dports/multimedia/obs-studio/obs-studio-27.1.3/plugins/obs-transitions/data/
H A Dfade_transition.effect17 VertData VSDefault(VertData v_in)
20 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
21 vert_out.uv = v_in.uv;
35 float4 PSFade(VertData v_in) : TARGET
37 float4 a_val = tex_a.Sample(textureSampler, v_in.uv);
38 float4 b_val = tex_b.Sample(textureSampler, v_in.uv);
48 vertex_shader = VSDefault(v_in);
49 pixel_shader = PSFade(v_in);
H A Dswipe_transition.effect17 VertData VSDefault(VertData v_in)
20 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
21 vert_out.uv = v_in.uv;
35 float4 PSSwipe(VertData v_in) : TARGET
37 float2 swipe_uv = v_in.uv + swipe_val;
42 ? tex_b.Sample(textureSampler, v_in.uv)
53 vertex_shader = VSDefault(v_in);
54 pixel_shader = PSSwipe(v_in);
H A Dslide_transition.effect19 VertData VSDefault(VertData v_in)
22 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
23 vert_out.uv = v_in.uv;
37 float4 PSSlide(VertData v_in) : TARGET
39 float2 tex_a_uv = v_in.uv + tex_a_dir;
40 float2 tex_b_uv = v_in.uv - tex_b_dir;
56 vertex_shader = VSDefault(v_in);
57 pixel_shader = PSSlide(v_in);
H A Dfade_to_color_transition.effect17 VertData VSDefault(VertData v_in)
20 vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
21 vert_out.uv = v_in.uv;
35 float4 PSFadeToColor(VertData v_in) : TARGET
37 float4 rgba = lerp(tex.Sample(textureSampler, v_in.uv), color, swp);
46 vertex_shader = VSDefault(v_in);
47 pixel_shader = PSFadeToColor(v_in);
/dports/cad/ghdl/ghdl-1.0.0/testsuite/vests/vhdl-ams/ashenden/compliant/subprograms/
H A Dmixer_wa.vhd31 quantity v_in across inputs;
39 v1 == v_in(1) * gains(1);
40 v2 == v_in(2) * gains(2);
41 v3 == v_in(3) * gains(3);
42 v4 == v_in(4) * gains(4);
43 v5 == v_in(5) * gains(5);
44 v6 == v_in(6) * gains(6);
45 v7 == v_in(7) * gains(7);
46 v8 == v_in(8) * gains(8);
/dports/multimedia/opentoonz/opentoonz-1.5.0/toonz/sources/stdfx/
H A Dino_level_master.cpp90 DoublePair v_in = this->m_in->getValue(frame); in doCompute() local
96 v_in.first /= ino::param_range(); in doCompute()
97 v_in.second /= ino::param_range(); in doCompute()
122 << " in_min " << v_in.first << " in_max " << v_in.second in doCompute()
169 v_in.first, v_in.second, v_in.first, v_in.second, v_in.first, in doCompute()
170 v_in.second, v_in.first, v_in.second, gamma, gamma, gamma, gamma, in doCompute()

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