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  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
diffuse_lights.glsl 17 lowp vec4 col = UNI_diffuse;
metal.glsl 17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
plastic.glsl 17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
  /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"
  /cts/tests/tests/opengl/src/android/opengl/cts/
Vertex.java 21 + "attribute vec4 gtf_Vertex; \n"
32 + " vec4 pos = gtf_ModelViewMatrix * gtf_Vertex; \n"
  /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);"+
  /external/clang/test/CodeGen/
vector.c 15 typedef float vec4 __attribute__((vector_size(16))); typedef
17 void test3 ( vec4* a, char b, float c ) {
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
HGaussianBlur.frag 9 vec4 sum = vec4(0.0);
RadialBlur.frag 25 vec4 colorRes = texture2D(m_Texture,texCoord);
27 vec4 sum = colorRes;
VGaussianBlur.frag 10 vec4 sum = vec4(0.0);
  /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);
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);
  /external/mesa3d/src/glsl/
TODO 34 instead of a vec4.
38 implements it as vec4[2]
  /external/mesa3d/src/glsl/builtins/ir/
equal 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
greaterThan 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
greaterThanEqual 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
lessThan 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
lessThanEqual 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
notEqual 16 (declare (in) vec4 arg0)
17 (declare (in) vec4 arg1))
  /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); }");
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); }");
  /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);
  /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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