/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 [all...] |
/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)) [all...] |
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 [all...] |
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 [all...] |
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 [all...] |
/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)) [all...] |
/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) [all...] |
/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)) [all...] |
/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. (…) [all...] |
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) [all...] |
/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"
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/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) [all...] |
/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.
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2movev.glsl | 7 vec4 objPos = ATTRIB_position; 12 vec4 worldPos = UNI_model * objPos;
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shaderarrayf.glsl | 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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shaderf.glsl | 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2movev.glsl | 7 vec4 objPos = ATTRIB_position; 12 vec4 worldPos = UNI_model * objPos;
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shaderf.glsl | 10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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/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"
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/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"
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/src/ |
gl-matrix-manifest.js | 5 //= require 'gl-matrix/vec4.js'
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
length.ir | 19 (declare (in) vec4 arg0))
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/external/clang/test/CodeGenOpenCL/ |
vectorLoadStore.cl | 5 // Check for optimized vec3 load/store which treats vec3 as vec4.
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/external/mesa3d/src/glsl/builtins/ir/ |
length.ir | 19 (declare (in) vec4 arg0))
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
blur_h.glsl | 14 gl_FragColor = vec4(col * 0.25, 0.0);
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