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  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
diffuse.glsl 15 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
noise2.ir 3 (parameters (declare (in) vec4 p))
10 (assign (x) (var_ref b) (expression float noise (expression vec4 + (var_ref p) (constant vec4 (601.0 313.0 29.0 277.0)))))
  /external/deqp/data/gles31/shaders/
uniform_location.test 51 in highp vec4 dEQP_Position;
64 layout(location = 0) out mediump vec4 dEQP_FragColor;
68 dEQP_FragColor = vec4(1);
123 in highp vec4 dEQP_Position;
136 layout(location = 0) out mediump vec4 dEQP_FragColor;
140 dEQP_FragColor = vec4(1);
156 vec4 a;
184 vec4 a;
212 vec4 a;
221 in highp vec4 dEQP_Position
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linkage_shader_storage_block.test 36 ${FRAG_COLOR} = vec4(vtx_val + variable1 + variable2);
76 ${FRAG_COLOR} = vec4(vtx_val + variable1 + variable2);
114 ${FRAG_COLOR} = vec4(vtx_val + variable);
152 ${FRAG_COLOR} = vec4(vtx_val + variable2);
190 ${FRAG_COLOR} = vec4(vtx_val + variable[0]);
228 ${FRAG_COLOR} = vec4(vtx_val + variable[0]);
266 ${FRAG_COLOR} = vec4(vtx_val + variable);
304 ${FRAG_COLOR} = vec4(vtx_val + instanceName[0].variable + instanceName[1].variable);
337 ${FRAG_COLOR} = vec4(vtx_val);
373 ${FRAG_COLOR} = vec4(vtx_val)
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  /external/mesa3d/src/glsl/builtins/ir/
noise2.ir 3 (parameters (declare (in) vec4 p))
10 (assign (x) (var_ref b) (expression float noise (expression vec4 + (var_ref p) (constant vec4 (601.0 313.0 29.0 277.0)))))
  /external/deqp/modules/gles3/performance/
es3pShaderControlStatementTests.cpp 43 using tcu::Vec4;
195 vtx << "in highp vec4 a_position;\n"; // Position attribute.
196 vtx << "in mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch.
197 vtx << "in mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch.
200 frag << "layout(location = 0) out mediump vec4 o_color;\n";
211 vtx << "out mediump vec4 v_color;\n";
212 frag << "in mediump vec4 v_color;\n";
216 vtx << "out mediump vec4 v_value0;\n";
217 vtx << "out mediump vec4 v_value1;\n";
218 frag << "in mediump vec4 v_value0;\n"
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  /external/deqp/modules/glshared/
glsFragmentOpUtil.cpp 49 "attribute highp vec4 a_position;\n"
50 "attribute mediump vec4 a_color;\n"
51 "varying mediump vec4 v_color;\n"
58 "varying mediump vec4 v_color;\n"
67 "in highp vec4 a_position;\n"
68 "in mediump vec4 a_color;\n"
69 "out mediump vec4 v_color;\n"
77 "in mediump vec4 v_color;\n"
78 "layout(location = 0) out mediump vec4 o_color;\n"
87 "in vec4 a_position;\n
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glsShaderRenderCase.cpp 65 static const tcu::Vec4 DEFAULT_CLEAR_COLOR = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f);
67 inline RGBA toRGBA (const Vec4& a)
75 inline tcu::Vec4 toVec (const RGBA& c)
77 return tcu::Vec4(c.getRed() / 255.0f,
153 QuadGrid (int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
159 const Vec4& getConstCoords (void) const { return m_constCoords; }
163 const Vec4* getPositions (void) const { return &m_positions[0]; }
165 const Vec4* getCoords (void) const { return &m_coords[0]; }
166 const Vec4* getUnitCoords (void) const { return &m_unitCoords[0];
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  /external/deqp/modules/gles3/functional/
es3fShaderDerivateTests.cpp 200 static inline tcu::Vec4 readDerivate (const tcu::ConstPixelBufferAccess& surface, const tcu::Vec4& derivScale, const tcu::Vec4& derivBias, int x, int y)
205 static inline tcu::UVec4 getCompExpBits (const tcu::Vec4& v)
326 static inline tcu::Vec4 getDerivateThreshold (const glu::Precision precision, const tcu::Vec4& valueMin, const tcu::Vec4& valueMax, const tcu::Vec4& expectedDerivate)
334 return tcu::Vec4(computeFloatingPointError(expectedDerivate[0], numAccurateBits[0]),
345 const tcu::Vec4& v
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  /external/deqp/modules/gles31/functional/
es31fGeometryShaderTests.cpp 69 "in highp vec4 a_position;\n"
70 "in highp vec4 a_color;\n"
71 "out highp vec4 v_geom_FragColor;\n"
79 "layout(location = 0) out mediump vec4 fragColor;\n"
80 "in mediump vec4 v_frag_FragColor;\n"
85 static const char* const s_expandShaderSourceGeometryBody = "in highp vec4 v_geom_FragColor[];\n"
86 "out highp vec4 v_frag_FragColor;\n"
90 " const highp vec4 offset0 = vec4(-0.07, -0.01, 0.0, 0.0);\n"
91 " const highp vec4 offset1 = vec4( 0.03, -0.03, 0.0, 0.0);\n
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es31fFboTestUtil.cpp 50 using tcu::Vec4;
69 static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in)
90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n";
91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n";
95 src << "uniform " << precision << " vec4 u_outScale0;\n"
96 << "uniform " << precision << " vec4 u_outBias0;\n";
101 << " " << precision << " vec4 out0 = vec4(0.0);\n";
105 src << "\tout0 += vec4("
127 "in highp vec4 a_position;\n
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es31fVertexAttributeBindingTests.cpp 48 "in mediump vec4 v_color;\n"
49 "layout(location = 0) out mediump vec4 fragColor;\n"
56 "in highp vec4 a_position;\n"
57 "in highp vec4 a_color;\n"
58 "out highp vec4 v_color;\n"
66 "in highp vec4 a_position;\n"
67 "in highp vec4 a_offset;\n"
68 "in highp vec4 a_color;\n"
69 "out highp vec4 v_color;\n"
452 const tcu::Vec4 colorA (0.0f, 1.0f, 0.0f, 1.0f)
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  /external/deqp/modules/gles2/functional/
es2fDefaultVertexAttributeTests.cpp 53 static const char* const s_passThroughFragmentShaderSource = "varying mediump vec4 v_color;\n"
82 virtual tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const = 0;
99 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \
133 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \
178 bool renderWithValue (const tcu::Vec4& v);
179 tcu::Vec4 computeColor (const tcu::Vec4& value)
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es2fDepthRangeTests.cpp 53 using tcu::Vec4;
59 "attribute highp vec4 a_position;\n"
66 "uniform mediump vec4 u_color;\n"
96 inline float triQuadInterpolate (const float x, const float y, const tcu::Vec4& quad)
115 DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc);
121 const tcu::Vec4 m_depthCoord;
127 DepthRangeCompareCase::DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc)
266 DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar);
272 const tcu::Vec4& m_depthCoord;
277 DepthRangeWriteCase::DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar
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  /external/deqp/modules/gles2/scripts/
gen-swizzles.py 17 # * legal to chain: vec4.rgba.xyzw.stpq
47 VECTOR_TYPES = [ "vec2", "vec3", "vec4", "ivec2", "ivec3", "ivec4", "bvec2", "bvec3", "bvec4" ]
57 "vec4": 4,
168 inVec4 = [Vec4(0.0, 0.5, 0.75, 0.825), Vec4(1.0, 1.25, 1.125, 1.75),
169 Vec4(-0.5, -2.25, -4.875, 9.0), Vec4(-32.0, 64.0, -51.0, 24.0),
170 Vec4(-0.75, -1.0/31.0, 1.0/19.0, 1.0/4.0)]
176 inBVec4 = [Vec4(True, False, False, True), Vec4(False, False, False, True), Vec4(False, True, False, False), Vec4(True, True, True, True), Vec4(Fa (…)
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  /external/deqp/modules/gles3/scripts/
gen-swizzles.py 17 # * legal to chain: vec4.rgba.xyzw.stpq
47 VECTOR_TYPES = [ "vec2", "vec3", "vec4", "ivec2", "ivec3", "ivec4", "bvec2", "bvec3", "bvec4" ]
57 "vec4": 4,
172 inVec4 = [Vec4(0.0, 0.5, 0.75, 0.825), Vec4(1.0, 1.25, 1.125, 1.75),
173 Vec4(-0.5, -2.25, -4.875, 9.0), Vec4(-32.0, 64.0, -51.0, 24.0),
174 Vec4(-0.75, -1.0/31.0, 1.0/19.0, 1.0/4.0)]
180 inBVec4 = [Vec4(True, False, False, True), Vec4(False, False, False, True), Vec4(False, True, False, False), Vec4(True, True, True, True), Vec4(Fa (…)
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  /external/deqp/modules/gles2/performance/
es2pShaderControlStatementTests.cpp 43 using tcu::Vec4;
194 vtx << "attribute highp vec4 a_position;\n"; // Position attribute.
195 vtx << "attribute mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch.
196 vtx << "attribute mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch.
207 vtx << "varying mediump vec4 v_color;\n";
208 frag << "varying mediump vec4 v_color;\n";
212 vtx << "varying mediump vec4 v_value0;\n";
213 vtx << "varying mediump vec4 v_value1;\n";
214 frag << "varying mediump vec4 v_value0;\n";
215 frag << "varying mediump vec4 v_value1;\n"
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  /external/deqp/data/gles2/shaders/
qualification_order.test 14 attribute highp vec4 dEQP_Position;
39 gl_FragColor = vec4(result, result, result, 1.0);
49 attribute highp vec4 dEQP_Position;
74 gl_FragColor = vec4(result, result, result, 1.0);
84 attribute highp vec4 dEQP_Position;
109 gl_FragColor = vec4(result, result, result, 1.0);
123 attribute highp vec4 dEQP_Position;
148 gl_FragColor = vec4(result, result, result, 1.0);
158 attribute highp vec4 dEQP_Position;
183 gl_FragColor = vec4(result, result, result, 1.0)
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  /external/deqp/data/gles3/shaders/
functions.test 94 input vec4 in0 = [ vec4(0.0, 1.0, -2.0, 0.5) | vec4(2.0, 2.5, 4.0, -7.0) ];
103 float func (vec4 a)
1949 vec4 func (vec4 a) { return a.wwww; }
1953 out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
2031 vec4 func (vec4 a) { return a.wwww; }
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conditionals.test 237 ${POSITION_FRAG_COLOR} = vec4(1.0);
252 ${POSITION_FRAG_COLOR} = vec4(1.0);
267 ${POSITION_FRAG_COLOR} = vec4(1.0);
282 ${POSITION_FRAG_COLOR} = vec4(1.0);
297 ${POSITION_FRAG_COLOR} = vec4(1.0);
315 ${POSITION_FRAG_COLOR} = vec4(1.0);
330 ${POSITION_FRAG_COLOR} = vec4(1.0);
345 ${POSITION_FRAG_COLOR} = vec4(1.0);
360 ${POSITION_FRAG_COLOR} = vec4(1.0);
376 ${POSITION_FRAG_COLOR} = vec4(1.0)
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  /external/chromium_org/gpu/command_buffer/tests/
gl_bind_uniform_location_unittest.cc 39 attribute vec4 a_position;
47 uniform vec4 u_colorC;
48 uniform vec4 u_colorB[2];
49 uniform vec4 u_colorA;
109 attribute vec4 a_position;
113 uniform vec4 color_b;
114 varying vec4 v_color;
126 varying vec4 v_color;
128 uniform vec4 multiplier;
132 vec4 color_c_sum = vec4(0.0)
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  /external/clang/test/Sema/
ext_vector_casts.c 16 float4 vec4, vec4_2; local
24 vec4 += vec3; // expected-error {{can't convert between vector values of different size}}
26 vec4 = 5.0f;
27 vec4 = (float4)5.0f;
28 vec4 = (float4)5;
29 vec4 = (float4)vec4_3;
40 vec4 = (float4)vec2; // expected-error {{invalid conversion between ext-vector type 'float4' (vector of 4 'float' values) and 'float2' (vector of 2 'float' values)}}
44 vec4 /= 5.2f;
45 vec4 %= 4; // expected-error {{invalid operands to binary expression ('float4' (vector of 4 'float' values) and 'int')}}
47 ivec4 += vec4; // expected-error {{can't convert between vector values of different size ('int4' (vector of 4 'i (…)
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  /external/chromium_org/third_party/angle/src/compiler/translator/
BuiltInFunctionEmulator.cpp 22 "#error no emulation for cos(vec4)",
27 "#error no emulation for distance(vec4, vec4)",
32 "#error no emulation for dot(vec4, vec4)",
37 "#error no emulation for length(vec4)",
42 "#error no emulation for normalize(vec4)",
47 "#error no emulation for reflect(vec4, vec4)"
54 "webgl_emu_precision vec4 webgl_cos_emu(webgl_emu_precision vec4 a) { return cos(a); }"
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  /external/deqp/framework/common/
tcuTexLookupVerifier.hpp 47 Vec4 colorThreshold; //!< Threshold for match.
98 Vec4 computeFixedPointThreshold (const IVec4& bits);
99 Vec4 computeFloatingPointThreshold (const IVec4& bits, const Vec4& value);
108 bool isLookupResultValid (const Texture1DView& texture, const Sampler& sampler, const LookupPrecision& prec, const float coord, const Vec2& lodBounds, const Vec4& result);
109 bool isLookupResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result);
110 bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
111 bool isLookupResultValid (const Texture1DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result);
112 bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
113 bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result)
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  /development/ndk/sources/android/ndk_helper/
vecmath.h 36 class Vec4;
51 friend class Vec4;
255 friend class Vec4;
292 Vec3( const Vec4& vec );
490 class Vec4
500 Vec4()
505 Vec4( const float fX, const float fY, const float fZ, const float fW )
513 Vec4( const Vec4& vec )
521 Vec4( const Vec3& vec, const float fW
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