Home | History | Annotate | Download | only in functional

Lines Matching full:vec4

51 static tcu::Vec4 genRandomVector (de::Random& rnd)
53 tcu::Vec4 retVal;
208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2);
214 const tcu::Vec4 vertex1 = genRandomVector(rnd);
215 const tcu::Vec4 vertex2 = genRandomVector(rnd);
216 const tcu::Vec4 vertex3 = vertex2 + genRandomVector(rnd) * 0.01f; // generate narrow triangles
234 gl.bufferData(GL_ARRAY_BUFFER, (int)(triangles.size() * sizeof(tcu::Vec4)), &triangles[0], GL_STATIC_DRAW);
278 const tcu::Vec4 red = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f);
279 const tcu::Vec4 green = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f);
280 const tcu::Vec4 color = (passNdx == 0) ? (red) : (green);
288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL);
320 const tcu::Vec4 red = tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f);
321 const tcu::Vec4 green = tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f);
322 const tcu::Vec4 color = (passNdx == 0) ? (red) : (green);
333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL);
416 "layout(location = 0) out mediump vec4 fragColor;\n"
417 "uniform mediump vec4 u_color;\n"
418 "in mediump vec4 v_unrelated;\n"
421 " mediump float blue = dot(v_unrelated, vec4(1.0, 1.0, 1.0, 1.0));\n"
422 " fragColor = vec4(u_color.r, u_color.g, blue, u_color.a);\n"
522 "${IN} ${IN_PREC} vec4 a_input;\n"
523 "${OUT} mediump vec4 v_unrelated;\n"
531 "${IN} ${IN_PREC} vec4 a_input;\n"
532 "${OUT} mediump vec4 v_unrelated;\n"
536 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
545 "${IN} ${IN_PREC} vec4 a_input;\n"
546 "${OUT} mediump vec4 v_unrelated;\n"
550 " ${IN_PREC} vec4 a = ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy - ${HIGH_VALUE} * a_input.zzxx;\n"
551 " ${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n"
552 " ${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n"
553 " ${IN_PREC} vec4 d = (${LOW_VALUE} * a_input.yzxx) * (${LOW_VALUE} * a_input.yzzw) * (1.1*${LOW_VALUE_INV} * a_input.yzxx) * (${LOW_VALUE_INV} * a_input.xzzy);\n"
554 " ${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n"
559 "${IN} ${IN_PREC} vec4 a_input;\n"
560 "${OUT} mediump vec4 v_unrelated;\n"
564 " ${IN_PREC} vec4 b = ${HIGH_VALUE} * a_input.zzxx;\n"
565 " ${IN_PREC} vec4 c = b - ${HIGH_VALUE} * a_input.zzxx + a_input.xzxy;\n"
566 " ${IN_PREC} vec4 e = ((${LOW_VALUE} * a_input.yzxx) * (1.1*${LOW_VALUE_INV} * a_input.yzxx)) * ((${LOW_VALUE_INV} * a_input.xzzy) * (${LOW_VALUE} * a_input.yzzw));\n"
567 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
575 "${IN} ${IN_PREC} vec4 a_input;\n"
576 "${OUT} mediump vec4 v_unrelated;\n"
580 " ${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n"
581 " ${IN_PREC} vec4 b = (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) * (${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy)) / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
582 " ${IN_PREC} vec4 c = a * a;\n"
583 " ${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
588 "${IN} ${IN_PREC} vec4 a_input;\n"
589 "${OUT} mediump vec4 v_unrelated;\n"
593 " ${IN_PREC} vec4 a = ${MEDIUM_VALUE} * (a_input.xxxx + a_input.yyyy);\n"
594 " ${IN_PREC} vec4 c = a * a;\n"
595 " ${IN_PREC} vec4 d = c / ${MEDIUM_VALUE} / ${MEDIUM_VALUE};\n"
596 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
604 "${IN} ${IN_PREC} vec4 a_input;\n"
605 "${OUT} mediump vec4 v_unrelated;\n"
610 " ${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n"
611 " ${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n"
612 " ${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n"
613 " ${IN_PREC} vec4 f = x*a + x*b + x*c;\n"
615 " ${IN_PREC} vec4 g = x * (a + b + c);\n"
619 "${IN} ${IN_PREC} vec4 a_input;\n"
620 "${OUT} mediump vec4 v_unrelated;\n"
625 " ${IN_PREC} vec4 a = a_input.xxyx * 0.7;\n"
626 " ${IN_PREC} vec4 b = a_input.yxyz * 0.7;\n"
627 " ${IN_PREC} vec4 c = a_input.zxyx * 0.5;\n"
628 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
629 " ${IN_PREC} vec4 g = x * (a + b + c);\n"
641 const char* const normalizationStrUsed = (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(used2).xyz, 0.0)") : ("vec4(fract(used2 / 1.0e2).xyz - fract(used2 / 1.0e3).xyz, 0.0)");
642 const char* const normalizationStrUnrelated = (minPrecision == glu::PRECISION_LOWP) ? ("vec4(fract(unrelated2).xyz, 0.0)") : ("vec4(fract(unrelated2 / 1.0e2).xyz - fract(unrelated2 / 1.0e3).xyz, 0.0)");
646 "${IN} ${IN_PREC} vec4 a_input;\n"
647 "${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n"
651 " ${UNRELATED_PREC} vec4 unrelated0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
652 " ${UNRELATED_PREC} vec4 unrelated1 = vec4(${MULTIPLIER}) * unrelated0.xywz + unrelated0;\n"
653 " ${UNRELATED_PREC} vec4 unrelated2 = refract(unrelated1, unrelated0, distance(unrelated0, unrelated1));\n"
655 " ${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
656 " ${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n"
657 " ${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n"
665 "${IN} ${IN_PREC} vec4 a_input;\n"
666 "${OUT} ${UNRELATED_PREC} vec4 v_unrelated;\n"
670 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
671 " ${IN_PREC} vec4 used0 = a_input + vec4(0.1, 0.2, 0.3, 0.4);\n"
672 " ${IN_PREC} vec4 used1 = vec4(${MULTIPLIER}) * used0.xywz + used0;\n"
673 " ${IN_PREC} vec4 used2 = refract(used1, used0, distance(used0, used1));\n"
687 "${IN} ${IN_PREC} vec4 a_input;\n"
688 "${OUT} highp vec4 v_unrelated;\n"
692 " ${IN_PREC} vec4 value = a_input;\n"
693 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
699 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
702 "${IN} ${IN_PREC} vec4 a_input;\n"
703 "${OUT} highp vec4 v_unrelated;\n"
707 " ${IN_PREC} vec4 value = a_input;\n"
708 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
713 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
718 "${IN} ${IN_PREC} vec4 a_input;\n"
719 "${OUT} mediump vec4 v_unrelated;\n"
723 " ${IN_PREC} vec4 value = a_input;\n"
730 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
733 "${IN} ${IN_PREC} vec4 a_input;\n"
734 "${OUT} mediump vec4 v_unrelated;\n"
738 " ${IN_PREC} vec4 value = a_input;\n"
739 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
744 " gl_Position = vec4(value.xyz / ${LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
749 "${IN} ${IN_PREC} vec4 a_input;\n"
750 "${OUT} mediump vec4 v_unrelated;\n"
754 " ${IN_PREC} vec4 value = a_input;\n"
755 " v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n"
760 " gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
766 "${IN} ${IN_PREC} vec4 a_input;\n"
767 "${OUT} mediump vec4 v_unrelated;\n"
771 " ${IN_PREC} vec4 value = a_input;\n"
772 " v_unrelated = vec4(0.0, 0.0, -1.0, 1.0);\n"
777 " gl_Position = a_input + 0.05 * vec4(fract(value.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
779 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
785 "${IN} ${IN_PREC} vec4 a_input;\n"
786 "${OUT} mediump vec4 v_unrelated;\n"
790 " ${IN_PREC} vec4 value = a_input;\n"
791 " gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n"
792 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
796 " gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
801 "${IN} ${IN_PREC} vec4 a_input;\n"
802 "${OUT} mediump vec4 v_unrelated;\n"
806 " ${IN_PREC} vec4 value = a_input;\n"
807 " gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n"
808 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
812 " gl_Position += vec4(value.xyz / ${SUM_LOOP_NORM_LITERAL} + a_input.xyz * 0.1, 1.0);\n"
818 "${IN} ${IN_PREC} vec4 a_input;\n"
819 vec4 v_unrelated;\n"
823 " ${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n"
824 " ${IN_PREC} vec4 value1 = a_input;\n"
825 " ${IN_PREC} vec4 value2 = a_input;\n"
826 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
837 " gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"
840 "${IN} ${IN_PREC} vec4 a_input;\n"
841 "${OUT} mediump vec4 v_unrelated;\n"
845 " ${IN_PREC} vec4 position = vec4(0.0, 0.0, 0.0, 0.0);\n"
846 " ${IN_PREC} vec4 value2 = a_input;\n"
847 " v_unrelated = vec4(0.0, 0.0, 0.0, 0.0);\n"
853 " gl_Position = a_input + 0.05 * vec4(fract(position.xyz / 1.0e${LOOP_NORM_FRACT_EXP}), 1.0);\n"