/external/deqp/data/gles3/shaders/ |
invalid_texture_functions.test | 18 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0))); 37 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0), float(0))); 56 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 75 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 94 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))) [all...] |
/external/deqp/modules/gles2/functional/ |
es2fScissorTests.cpp | 50 using tcu::Vec4; 60 const tcu::Vec4 scissor; 61 const tcu::Vec4 render; 66 { "contained_tris", "Triangles fully inside scissor area (single call)", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 }, 67 { "partial_tris", "Triangles partially inside scissor area (single call)", Vec4(0.3f, 0.3f, 0.4f, 0.4f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 }, 68 { "contained_tri", "Triangle fully inside scissor area", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 }, 69 { "enclosing_tri", "Triangle fully covering scissor area", Vec4(0.4f, 0.4f, 0.2f, 0.2f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 } [all...] |
es2fShaderInvarianceTests.cpp | 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) [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
intBitsToFloat.ir | 17 (signature vec4 20 ((return (expression vec4 bitcast_i2f (var_ref arg)))))
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uintBitsToFloat.ir | 17 (signature vec4 20 ((return (expression vec4 bitcast_u2f (var_ref arg)))))
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faceforward.ir | 29 (signature vec4 31 (declare (in) vec4 N) 32 (declare (in) vec4 I) 33 (declare (in) vec4 Nref)) 36 ((return (expression vec4 neg (var_ref N)))))))
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abs.ir | 17 (signature vec4 19 (declare (in) vec4 arg0)) 20 ((return (expression vec4 abs (var_ref arg0)))))
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isinf.ir | 16 (declare (in) vec4 x)) 17 ((return (expression bvec4 == (expression vec4 abs (var_ref x)) (constant vec4 (+INF +INF +INF +INF))))))))
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sign.ir | 17 (signature vec4 19 (declare (in) vec4 x)) 20 ((return (expression vec4 sign (var_ref x)))))
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/external/mesa3d/src/glsl/builtins/ir/ |
intBitsToFloat.ir | 17 (signature vec4 20 ((return (expression vec4 bitcast_i2f (var_ref arg)))))
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uintBitsToFloat.ir | 17 (signature vec4 20 ((return (expression vec4 bitcast_u2f (var_ref arg)))))
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faceforward.ir | 29 (signature vec4 31 (declare (in) vec4 N) 32 (declare (in) vec4 I) 33 (declare (in) vec4 Nref)) 36 ((return (expression vec4 neg (var_ref N)))))))
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abs.ir | 17 (signature vec4 19 (declare (in) vec4 arg0)) 20 ((return (expression vec4 abs (var_ref arg0)))))
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isinf.ir | 16 (declare (in) vec4 x)) 17 ((return (expression bvec4 == (expression vec4 abs (var_ref x)) (constant vec4 (+INF +INF +INF +INF))))))))
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sign.ir | 17 (signature vec4 19 (declare (in) vec4 x)) 20 ((return (expression vec4 sign (var_ref x)))))
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 7 vec4 objPos = ATTRIB_position; 8 vec4 worldPos = UNI_model * objPos;
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 7 vec4 objPos = ATTRIB_position; 8 vec4 worldPos = UNI_model * objPos;
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/packages/wallpapers/HoloSpiral/res/raw/ |
fragment_geometry.glslf | 1 varying lowp vec4 color; 7 lowp vec4 texColor = texture2D(UNI_Tex0, gl_PointCoord);
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vertex_geometry.glslv | 1 varying lowp vec4 color; 7 gl_Position = UNI_modelViewProj * vec4(ATTRIB_position.xyz, 1.0);
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/packages/wallpapers/PhaseBeam/res/raw/ |
dot_vs.glsl | 4 vec4 objPos = vec4(ATTRIB_position, 1.0);
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
BuiltInFunctionEmulator.h | 49 TFunctionCos4, // vec4 cos(vec4); 54 TFunctionDistance4_4, // vec4 distance(vec4, vec4); 59 TFunctionDot4_4, // vec4 dot(vec4, vec4); 64 TFunctionLength4, // float length(vec4); 69 TFunctionNormalize4, // vec4 normalize(vec4) [all...] |
/frameworks/native/opengl/tests/gl_perf/ |
fragment_shaders.cpp | 12 "uniform vec4 u_color;\n" 22 "varying lowp vec4 v_color;\n" 46 " vec4 t = texture2D(u_tex0, v_tex0);\n" 59 " vec4 t = texture2D(u_tex0, v_tex0);\n" 62 " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n" 73 " vec4 t = texture2D(u_tex0, v_tex0);\n" 85 "uniform vec4 u_color;\n" 88 " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" 99 "varying lowp vec4 v_color;\n" 103 " lowp vec4 c = texture2D(u_tex0, v_tex0);\n [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderInvarianceTests.cpp | 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) [all...] |
es3fScissorTests.cpp | 60 using tcu::Vec4; 70 const tcu::Vec4 scissor; 71 const tcu::Vec4 render; 76 { "contained_quads", "Triangles fully inside scissor area (single call)", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 }, 77 { "partial_quads", "Triangles partially inside scissor area (single call)", Vec4(0.3f, 0.3f, 0.4f, 0.4f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 30 }, 78 { "contained_tri", "Triangle fully inside scissor area", Vec4(0.1f, 0.1f, 0.8f, 0.8f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 }, 79 { "enclosing_tri", "Triangle fully covering scissor area", Vec4(0.4f, 0.4f, 0.2f, 0.2f), Vec4(0.2f, 0.2f, 0.6f, 0.6f), TRIANGLE, 1 } [all...] |
/packages/wallpapers/Galaxy4/res/raw/ |
bgstar_vs.glsl | 1 varying vec4 varColor; 12 vec4 pos; 20 varColor = vec4(1.0, 1.0, 1.0, 0.5);
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