/external/mesa3d/src/glsl/tests/ |
array-10.glsl | 3 * This can also generate an error because the 'vec4[]' style syntax is 8 vec4 a[2] = vec4 [2] (vec4(1.0), vec4(2.0));
|
attribute-09.glsl | 2 attribute vec4 i[10]; 6 gl_Position = vec4(1.0);
|
condition-02.glsl | 7 gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
|
array-04.glsl | 2 uniform vec4 a[3.2];
|
array-05.glsl | 2 uniform vec4 a[ivec4(3)];
|
array-06.glsl | 2 uniform vec4 a[3];
|
array-07.glsl | 2 uniform vec4 a[0];
|
array-08.glsl | 2 uniform vec4 a[-1];
|
constructor-01.glsl | 5 gl_Position = vec4(1.0, 1.0, 1.0, 0.0);;
|
qualifier-03.glsl | 2 out vec4 foo;
|
condition-01.glsl | 7 gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
|
condition-03.glsl | 7 gl_Position = (a) ? vec4(1.0, 0.0, 0.0, 1.0) : vec4(0.0, 1.0, 0.0, 1.0);
|
if-01.glsl | 8 gl_Position = vec4(1.0, 0.0, 0.0, 1.0); 10 gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
|
if-02.glsl | 8 gl_Position = vec4(1.0, 0.0, 0.0, 1.0); 10 gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
|
if-03.glsl | 8 gl_Position = vec4(1.0, 0.0, 0.0, 1.0); 10 gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
|
if-04.glsl | 8 gl_Position = vec4(1.0, 0.0, 0.0, 1.0); 10 gl_Position = vec4(0.0, 1.0, 0.0, 1.0);
|
attribute-01.glsl | 6 gl_Position = vec4(1.0);
|
attribute-02.glsl | 6 gl_Position = vec4(1.0);
|
attribute-03.glsl | 6 gl_Position = vec4(1.0);
|
attribute-04.glsl | 6 gl_Position = vec4(1.0);
|
attribute-05.glsl | 6 gl_Position = vec4(1.0);
|
attribute-06.glsl | 6 gl_Position = vec4(1.0);
|
attribute-07.glsl | 6 gl_Position = vec4(1.0);
|
attribute-08.glsl | 6 gl_Position = vec4(1.0);
|
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
simple_water.frag | 13 uniform vec4 m_waterColor; 15 uniform vec4 m_distortionScale; 16 uniform vec4 m_distortionMix; 17 uniform vec4 m_texScale; 23 varying vec4 lightDir; //lightpos 24 varying vec4 waterTex1; //moving texcoords 25 varying vec4 waterTex2; //moving texcoords 26 varying vec4 position; //for projection 27 varying vec4 viewDir; //viewts 28 varying vec4 viewLightDir [all...] |