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  /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)))))
uintBitsToFloat.ir 17 (signature vec4
20 ((return (expression vec4 bitcast_u2f (var_ref arg)))))
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)))))))
abs.ir 17 (signature vec4
19 (declare (in) vec4 arg0))
20 ((return (expression vec4 abs (var_ref arg0)))))
isinf.ir 16 (declare (in) vec4 x))
17 ((return (expression bvec4 == (expression vec4 abs (var_ref x)) (constant vec4 (+INF +INF +INF +INF))))))))
sign.ir 17 (signature vec4
19 (declare (in) vec4 x))
20 ((return (expression vec4 sign (var_ref x)))))
  /external/mesa3d/src/glsl/builtins/ir/
intBitsToFloat.ir 17 (signature vec4
20 ((return (expression vec4 bitcast_i2f (var_ref arg)))))
uintBitsToFloat.ir 17 (signature vec4
20 ((return (expression vec4 bitcast_u2f (var_ref arg)))))
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)))))))
abs.ir 17 (signature vec4
19 (declare (in) vec4 arg0))
20 ((return (expression vec4 abs (var_ref arg0)))))
isinf.ir 16 (declare (in) vec4 x))
17 ((return (expression bvec4 == (expression vec4 abs (var_ref x)) (constant vec4 (+INF +INF +INF +INF))))))))
sign.ir 17 (signature vec4
19 (declare (in) vec4 x))
20 ((return (expression vec4 sign (var_ref x)))))
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl 7 vec4 objPos = ATTRIB_position;
8 vec4 worldPos = UNI_model * objPos;
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl 7 vec4 objPos = ATTRIB_position;
8 vec4 worldPos = UNI_model * objPos;
  /packages/wallpapers/HoloSpiral/res/raw/
fragment_geometry.glslf 1 varying lowp vec4 color;
7 lowp vec4 texColor = texture2D(UNI_Tex0, gl_PointCoord);
vertex_geometry.glslv 1 varying lowp vec4 color;
7 gl_Position = UNI_modelViewProj * vec4(ATTRIB_position.xyz, 1.0);
  /packages/wallpapers/PhaseBeam/res/raw/
dot_vs.glsl 4 vec4 objPos = vec4(ATTRIB_position, 1.0);
  /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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