/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
diffuse_lights.glsl | 17 lowp vec4 col = UNI_diffuse;
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metal.glsl | 17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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plastic.glsl | 17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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/cts/tests/tests/opengl/libopengltest/ |
attach_shader_one.cpp | 28 "attribute vec4 vPosition;\n" 36 " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
Vertex.java | 21 + "attribute vec4 gtf_Vertex; \n" 32 + " vec4 pos = gtf_ModelViewMatrix * gtf_Vertex; \n"
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/cts/tests/tests/renderscript/src/android/renderscript/cts/ |
ProgramFragmentTest.java | 128 " vec4 col = vec4(0.1, 0.2, 0.3, 0.4);"+ 133 " vec4 col = vec4(0.1, 0.2, 0.3, 0.4);\n"+ 139 " vec4 col = vec4(0.1, 0.2, 0.3, 0.4);"+ 147 " vec4 col = vec4(0.1, 0.2, 0.3, 0.4);"+
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/external/clang/test/CodeGen/ |
vector.c | 15 typedef float vec4 __attribute__((vector_size(16))); typedef 17 void test3 ( vec4* a, char b, float c ) {
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
HGaussianBlur.frag | 9 vec4 sum = vec4(0.0);
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RadialBlur.frag | 25 vec4 colorRes = texture2D(m_Texture,texCoord);
27 vec4 sum = colorRes;
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VGaussianBlur.frag | 10 vec4 sum = vec4(0.0);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
ssaoBlur.frag | 13 vec4 getColor(vec4 color){
38 vec4 bilateralFilter() {
39 vec4 color = vec4(0.0);
62 vec4 convolutionFilter(){
63 vec4 sum = vec4(0.0);
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ssaoBlur15.frag | 15 vec4 getResult(vec4 color){
39 vec4 bilateralFilter() {
40 vec4 color = vec4(0.0);
63 vec4 convolutionFilter(){
64 vec4 sum = vec4(0.0);
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/external/mesa3d/src/glsl/ |
TODO | 34 instead of a vec4. 38 implements it as vec4[2]
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/external/mesa3d/src/glsl/builtins/ir/ |
equal | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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greaterThan | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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greaterThanEqual | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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lessThan | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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lessThanEqual | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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notEqual | 16 (declare (in) vec4 arg0) 17 (declare (in) vec4 arg1))
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/external/webkit/Source/WebKit/qt/tests/qgraphicswebview/resources/ |
pointing_right.html | 13 gl.shaderSource(vertexShader, "attribute vec4 vPosition;\nvoid main() { gl_Position = vPosition; }"); 17 gl.shaderSource(fragmentShader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }");
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pointing_up.html | 13 gl.shaderSource(vertexShader, "attribute vec4 vPosition;\nvoid main() { gl_Position = vPosition; }"); 17 gl.shaderSource(fragmentShader, "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }");
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
Water15.frag | 29 uniform vec4 m_LightColor;
36 uniform vec4 m_WaterColor;
37 uniform vec4 m_DeepWaterColor;
50 const vec4 normalModifier = vec4(3.0, 2.0, 4.0, 10.0);
59 out vec4 outFragColor;
100 vec4 pos = vec4(uv, depth, 1.0) * 2.0 - 1.0;
119 vec4 underWater(int sampleNum){
225 return vec4(color, 1.0); [all...] |
/frameworks/base/libs/hwui/ |
ProgramCache.cpp | 40 "attribute vec4 position;\n"; 104 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n"; 151 "uniform vec4 color;\n"; 166 "uniform vec4 startColor;\n" \ 167 "uniform vec4 endColor;\n" 188 "uniform vec4 colorMatrixVector;\n", 190 "uniform vec4 lightingMul;\n" 191 "uniform vec4 lightingAdd;\n", 193 "uniform vec4 colorBlend;\n" 200 " lowp vec4 fragColor;\n" [all...] |
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
FXAA.frag | 11 varying vec4 posPos;
27 vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
87 gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, rcpFrame), 1.0);
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/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
ToGrayFilter.java | 55 " vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" + 56 " float y = dot(color, vec4(0.299, 0.587, 0.114, 0));\n" + 57 " gl_FragColor = vec4(y, y, y, color.a);\n" +
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