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  /frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
SobelFilter.java 38 + " vec4 a1 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, -pix.y));\n"
39 + " vec4 a2 = -2.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, 0.0));\n"
40 + " vec4 a3 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, +pix.y));\n"
41 + " vec4 b1 = +1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, -pix.y));\n"
42 + " vec4 b2 = +2.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, 0.0));\n"
43 + " vec4 b3 = +1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, +pix.y));\n"
53 + " vec4 a1 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, -pix.y));\n"
54 + " vec4 a2 = -2.0 * texture2D(tex_sampler_0, v_texcoord + vec2(0.0, -pix.y));\n"
55 + " vec4 a3 = -1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(+pix.x, -pix.y));\n"
56 + " vec4 b1 = +1.0 * texture2D(tex_sampler_0, v_texcoord + vec2(-pix.x, +pix.y));\n
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  /external/deqp/modules/gles3/functional/
es3fRasterizationTests.cpp 55 "in highp vec4 a_position;\n"
56 "in highp vec4 a_color;\n"
57 "${INTERPOLATION}out highp vec4 v_color;\n"
66 "layout(location = 0) out highp vec4 fragColor;\n"
67 "${INTERPOLATION}in highp vec4 v_color;\n"
118 void drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, glw::GLenum primitiveType);
119 void drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, const std::vector<tcu::Vec4>& coloDrata, glw::GLenum primitiveType);
346 void BaseRenderingCase::drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, glw::GLenum primitiveType)
349 const std::vector<tcu::Vec4> colorData(vertexData.size(), tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f))
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es3fFboTestUtil.cpp 50 using tcu::Vec4;
69 static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in)
85 "in highp vec4 a_position;\n"
93 "uniform highp vec4 u_color;\n"
103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color)
123 const tcu::Vec4 color (m_uniforms[0].value.f4);
161 "in highp vec4 a_position;\n"
162 "in highp vec4 a_coord;\n"
163 "out highp vec4 v_coord;\n"
172 "in highp vec4 v_coord;\n
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es3fDefaultVertexAttributeTests.cpp 54 "layout(location = 0) out mediump vec4 fragColor;\n"
55 "in mediump vec4 v_color;\n"
84 virtual tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const = 0;
101 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \
135 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \
169 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const
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es3fShaderDiscardTests.cpp 61 void setupUniforms (int programID, const tcu::Vec4& constCoords);
76 "in highp vec4 a_position;\n"
77 "in highp vec4 a_coords;\n"
78 "out mediump vec4 v_color;\n"
79 "out mediump vec4 v_coords;\n\n"
83 " v_color = vec4(a_coords.xyz, 1.0);\n"
111 void ShaderDiscardCase::setupUniforms (int programID, const tcu::Vec4&)
181 "in mediump vec4 v_color;\n"
182 "in mediump vec4 v_coords;\n"
183 "layout(location = 0) out mediump vec4 o_color;\n
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  /external/deqp/data/gles2/shaders/
scoping.test 458 ${POSITION_FRAG_COLOR} = vec4(a);
476 ${POSITION_FRAG_COLOR} = vec4(a);
495 ${POSITION_FRAG_COLOR} = vec4(0.0);
514 ${POSITION_FRAG_COLOR} = vec4(0.0);
534 ${POSITION_FRAG_COLOR} = vec4(a);
555 ${POSITION_FRAG_COLOR} = vec4(0.0);
575 ${POSITION_FRAG_COLOR} = vec4(func(1.0));
595 ${POSITION_FRAG_COLOR} = vec4(func(1.0));
612 ${POSITION_FRAG_COLOR} = vec4(sin(1.0));
629 ${POSITION_FRAG_COLOR} = vec4(sin(1.0))
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  /external/deqp/data/gles3/shaders/
scoping.test 461 ${POSITION_FRAG_COLOR} = vec4(a);
479 ${POSITION_FRAG_COLOR} = vec4(a);
498 ${POSITION_FRAG_COLOR} = vec4(0.0);
517 ${POSITION_FRAG_COLOR} = vec4(0.0);
537 ${POSITION_FRAG_COLOR} = vec4(a);
558 ${POSITION_FRAG_COLOR} = vec4(0.0);
578 ${POSITION_FRAG_COLOR} = vec4(func(1.0));
595 ${POSITION_FRAG_COLOR} = vec4(sin(1.0));
612 ${POSITION_FRAG_COLOR} = vec4(sin(1.0));
630 ${POSITION_FRAG_COLOR} = vec4(1)
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  /external/deqp/modules/gles2/functional/
es2fRasterizationTests.cpp 52 static const char* const s_shaderVertexTemplate = "attribute highp vec4 a_position;\n"
53 "attribute highp vec4 a_color;\n"
54 "varying highp vec4 v_color;\n"
62 static const char* const s_shaderFragmentTemplate = "varying mediump vec4 v_color;\n"
90 void drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, glw::GLenum primitiveType);
91 void drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, const std::vector<tcu::Vec4>& coloDrata, glw::GLenum primitiveType);
181 void BaseRenderingCase::drawPrimitives (tcu::Surface& result, const std::vector<tcu::Vec4>& vertexData, glw::GLenum primitiveType)
184 const std::vector<tcu::Vec4> colorData(vertexData.size(), tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f))
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  /external/deqp/data/gles31/shaders/
implicit_conversions.test 104 output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ];
115 out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0);
258 output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14. (…)
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separate_shader_validation.test 32 ${FRAG_COLOR} = vec4(v_val);
65 ${FRAG_COLOR} = vec4(v_val + v_val_no_such_output);
94 in mediump vec4 v_val;
129 ${FRAG_COLOR} = vec4(v_val);
145 layout(location = 3) out mediump vec4 v_val;
148 v_val = vec4(float(gl_VertexID));
193 ${FRAG_COLOR} = vec4(v_val);
225 ${FRAG_COLOR} = vec4(v_val);
257 ${FRAG_COLOR} = vec4(v_val);
290 ${FRAG_COLOR} = vec4(v_val + v_val_other_name)
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  /development/perftests/panorama/feature_mos/src/mosaic_renderer/
YVURenderer.cpp 127 "attribute vec4 a_Position;\n"
143 "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n"
144 "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n"
145 "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n"
148 " vec4 p;\n"
  /external/chromium_org/third_party/angle/tests/angle_tests/
GLSLTest.cpp 22 attribute vec4 inputAttribute;
197 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
202 fragmentShader->append("\tretColor += vec4(");
219 fragmentShader->append("\tretColor += vec4(");
236 fragmentShader->append("\tretColor += vec4(");
270 gl_FragColor = vec4(1, 0, 0, 1);
300 gl_FragColor = vec4(1, 0, 0, 1);
323 gl_FragColor = vec4(1, 0, 0, 1);
346 attribute vec4 inputAttribute;
350 gl_Position = vec4(inputAttribute)
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  /external/deqp/modules/glshared/
glsShaderPerformanceMeasurer.hpp 48 AttribSpec (const char* name_, const tcu::Vec4& p00_, const tcu::Vec4& p01_, const tcu::Vec4& p10_, const tcu::Vec4& p11_)
60 tcu::Vec4 p00; //!< Bottom left.
61 tcu::Vec4 p01; //!< Bottom right.
62 tcu::Vec4 p10; //!< Top left.
63 tcu::Vec4 p11; //!< Top right.
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2movev.glsl 7 vec4 objPos = ATTRIB_position;
12 vec4 worldPos = UNI_model * objPos;
shaderarrayf.glsl 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
shaderf.glsl 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2movev.glsl 7 vec4 objPos = ATTRIB_position;
12 vec4 worldPos = UNI_model * objPos;
shaderf.glsl 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
  /packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/
YVURenderer.cpp 127 "attribute vec4 a_Position;\n"
143 "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n"
144 "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n"
145 "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n"
148 " vec4 p;\n"
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
YVURenderer.cpp 127 "attribute vec4 a_Position;\n"
143 "const vec4 coeff_y = vec4(0.257, 0.594, 0.098, 0.063);\n"
144 "const vec4 coeff_v = vec4(0.439, -0.368, -0.071, 0.500);\n"
145 "const vec4 coeff_u = vec4(-0.148, -0.291, 0.439, 0.500);\n"
148 " vec4 p;\n"
  /external/chromium-trace/trace-viewer/third_party/gl-matrix/src/
gl-matrix-manifest.js 5 //= require 'gl-matrix/vec4.js'
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
length.ir 19 (declare (in) vec4 arg0))
  /external/clang/test/CodeGenOpenCL/
vectorLoadStore.cl 5 // Check for optimized vec3 load/store which treats vec3 as vec4.
  /external/mesa3d/src/glsl/builtins/ir/
length.ir 19 (declare (in) vec4 arg0))
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
blur_h.glsl 14 gl_FragColor = vec4(col * 0.25, 0.0);

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