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Lines Matching refs:basePosition

1308 			const tcu::Vec4 basePosition	= (m_instanced) ?
1311 const tcu::Vec4 position0 = basePosition + tcu::Vec4(deFloatCos(angle), deFloatSin(angle), 0.0f, 0.0f) * 0.15f;
1312 const tcu::Vec4 position1 = basePosition + tcu::Vec4(deFloatCos(angle), -deFloatSin(angle), 0.0f, 0.0f) * 0.15f;
1551 const tcu::Vec4 basePosition = vertex->position + tcu::Vec4(deFloatCos(l_angle) * l_radius, deFloatSin(l_angle) * l_radius, 0.0f, 0.0f);
1561 output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * 0.1f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1562 output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * -0.1f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1566 output.EmitVertex(basePosition + tcu::Vec4(-0.1f, 0.0f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1609 " highp vec4 basePosition = gl_in[0].gl_Position + vec4(cos(l_angle) * l_radius, sin(l_angle) * l_radius, 0.0, 0.0);\n"
1617 " gl_Position = basePosition + vec4(cos(sub_angle) * 0.1, sin(sub_angle) * 0.1, 0.0, 0.0);\n"
1621 " gl_Position = basePosition + vec4(cos(sub_angle) * 0.1, sin(sub_angle) * -0.1, 0.0, 0.0);\n"
1627 " gl_Position = basePosition + vec4(-0.1, 0.0, 0.0, 0.0);\n"
1709 const tcu::Vec4 basePosition = vertex->position;
1711 const tcu::Vec4 centerPosition = basePosition + tcu::Vec4(deFloatCos(phase), deFloatSin(phase), 0.0f, 0.0f) * 0.1f;
1752 " highp vec4 basePosition = gl_in[0].gl_Position;\n"
1754 " highp vec4 centerPosition = basePosition + 0.1 * vec4(cos(phase), sin(phase), 0.0, 0.0);\n"