/dports/x11/babl/babl-0.1.88/babl/ |
H A D | babl-matrix.h | 91 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() [all …]
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/examples/shaders/transition/ |
H A D | luma-burn.effect | 87 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); [all …]
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/effects/sdf/ |
H A D | sdf-consumer.effect | 74 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); [all …]
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H A D | sdf-producer.effect | 67 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); [all …]
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/dports/multimedia/obs-studio/obs-studio-27.1.3/libobs/data/ |
H A D | bilinear_lowres_scale.effect | 20 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); [all …]
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H A D | deinterlace_base.effect | 199 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); \ [all …]
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/dports/multimedia/obs-studio/obs-studio-27.1.3/plugins/obs-filters/data/ |
H A D | mask_alpha_filter.effect | 26 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);
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H A D | blend_sub_filter.effect | 26 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);
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H A D | mask_color_filter.effect | 26 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);
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H A D | blend_add_filter.effect | 26 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);
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H A D | blend_mul_filter.effect | 26 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);
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H A D | color_key_filter.effect | 24 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);
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H A D | crop_filter.effect | 19 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);
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H A D | color_key_filter_v2.effect | 24 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);
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H A D | chroma_key_filter.effect | 31 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);
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H A D | luma_key_filter.effect | 20 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);
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/dports/multimedia/obs-streamfx/obs-StreamFX-0.9.3/data/effects/ |
H A D | color-conversion.effect | 20 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); [all …]
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/dports/misc/vxl/vxl-3.3.2/core/vgl/io/tests/ |
H A D | test_vector_2d_io.cxx | 21 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()
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H A D | test_vector_3d_io.cxx | 20 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()
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/dports/multimedia/obs-studio/obs-studio-27.1.3/plugins/obs-transitions/data/ |
H A D | fade_transition.effect | 17 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);
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H A D | swipe_transition.effect | 17 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);
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H A D | slide_transition.effect | 19 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);
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H A D | fade_to_color_transition.effect | 17 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);
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/dports/cad/ghdl/ghdl-1.0.0/testsuite/vests/vhdl-ams/ashenden/compliant/subprograms/ |
H A D | mixer_wa.vhd | 31 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);
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/dports/multimedia/opentoonz/opentoonz-1.5.0/toonz/sources/stdfx/ |
H A D | ino_level_master.cpp | 90 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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