/external/mesa3d/src/glsl/tests/ |
array-11.glsl | 6 vec4 a[] = vec4 [] (vec4(1.0), vec4(2.0));
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array-06.glsl | 2 uniform vec4 a[3];
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array-09.glsl | 6 vec4 a[2] = vec4 [2] (vec4(1.0), vec4(2.0));
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array-13.glsl | 6 vec4 a[2]; 8 a = vec4 [] (vec4(1.0), vec4(2.0));
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array-03.glsl | 3 uniform vec4 [3] a;
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array-12.glsl | 6 vec4 a[]; 8 a = vec4 [2] (vec4(1.0), vec4(2.0));
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qualifier-04.glsl | 3 in vec4 foo;
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qualifier-05.glsl | 3 out vec4 foo;
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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));
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constructor-01.glsl | 5 gl_Position = vec4(1.0, 1.0, 1.0, 0.0);;
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attribute-09.glsl | 2 attribute vec4 i[10]; 6 gl_Position = vec4(1.0);
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/external/mesa3d/src/glsl/builtins/profiles/ |
ARB_texture_rectangle.frag | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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ARB_texture_rectangle.vert | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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EXT_texture_array.frag | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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EXT_texture_array.vert | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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/external/mesa3d/src/glsl/builtins/ir/ |
ftransform | 2 (declare (in) vec4 gl_Vertex) 4 (signature vec4 6 ((return (expression vec4 *
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/external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/ |
NiftyQuadGrad.vert | 3 attribute vec4 inPosition;
4 attribute vec4 inColor;
5 attribute vec4 inIndex;
7 varying vec4 color;
11 gl_Position = vec4(pos, 0.0, 1.0);
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NiftyQuad.frag | 1 uniform vec4 m_Color;
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NiftyQuadGrad.frag | 1 varying vec4 color;
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/packages/wallpapers/Galaxy4/res/raw/ |
bgstar_fs.glsl | 1 varying vec4 varColor;
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/packages/wallpapers/HoloSpiral/res/raw/ |
fragment_background.glslf | 1 varying lowp vec4 color;
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vertex_background.glslv | 1 varying lowp vec4 color; 5 gl_Position = vec4(ATTRIB_position.xy, 0.0, 1.0);
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/packages/wallpapers/NoiseField/res/raw/ |
bg_fs.glsl | 1 varying lowp vec4 color;
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bg_vs.glsl | 1 varying lowp vec4 color; 5 gl_Position = vec4(ATTRIB_position.x, ATTRIB_position.y, 0.0, 1.0);
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/packages/wallpapers/PhaseBeam/res/raw/ |
bg_fs.glsl | 1 varying lowp vec4 color;
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