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  /external/deqp/data/gles3/shaders/
fragdata.test 8 gl_Position = vec4(1.0);
14 gl_FragData[1] = vec4(1.0);
25 gl_Position = vec4(1.0);
31 gl_FragColor = vec4(1.0);
32 gl_FragData[0] = vec4(1.0);
43 gl_Position = vec4(1.0);
50 gl_FragColor = vec4(1.0);
52 gl_FragData[0] = vec4(1.0);
63 gl_Position = vec4(1.0);
69 gl_FragData[0] = vec4(1.0)
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  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
130.frag 4 vec4 texture( sampler1D sampler, float P, float bias);
8 vec4 texture( sampler2D sampler, vec2 P, float bias);
12 vec4 texture( sampler3D sampler, vec3 P, float bias);
16 vec4 texture( samplerCube sampler, vec3 P, float bias);
22 float texture(samplerCubeShadow sampler, vec4 P, float bias);
24 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
28 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
35 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
38 vec4 textureProj( sampler1D sampler, vec4 P, float bias)
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140.frag 3 vec4 texture( sampler1D sampler, float P, float bias);
7 vec4 texture( sampler2D sampler, vec2 P, float bias);
11 vec4 texture( sampler3D sampler, vec3 P, float bias);
15 vec4 texture( samplerCube sampler, vec3 P, float bias);
21 float texture(samplerCubeShadow sampler, vec4 P, float bias);
23 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
27 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
34 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
37 vec4 textureProj( sampler1D sampler, vec4 P, float bias)
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130.glsl 8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle)
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  /external/mesa3d/src/glsl/builtins/profiles/
130.frag 4 vec4 texture( sampler1D sampler, float P, float bias);
8 vec4 texture( sampler2D sampler, vec2 P, float bias);
12 vec4 texture( sampler3D sampler, vec3 P, float bias);
16 vec4 texture( samplerCube sampler, vec3 P, float bias);
22 float texture(samplerCubeShadow sampler, vec4 P, float bias);
24 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
28 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
35 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
38 vec4 textureProj( sampler1D sampler, vec4 P, float bias)
    [all...]
140.frag 3 vec4 texture( sampler1D sampler, float P, float bias);
7 vec4 texture( sampler2D sampler, vec2 P, float bias);
11 vec4 texture( sampler3D sampler, vec3 P, float bias);
15 vec4 texture( samplerCube sampler, vec3 P, float bias);
21 float texture(samplerCubeShadow sampler, vec4 P, float bias);
23 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
27 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
34 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
37 vec4 textureProj( sampler1D sampler, vec4 P, float bias)
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130.glsl 8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle)
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  /external/deqp/data/gles2/shaders/
declarations.test 8 gl_Position = vec4(1.0);
14 gl_FragColor = vec4(1.0);
24 gl_Position = vec4(1.0);
31 gl_FragColor = vec4(1.0);
42 gl_Position = vec4(1.0);
48 gl_FragColor = vec4(1.0);
58 gl_Position = vec4(1.0);
65 gl_FragColor = vec4(1.0);
76 gl_Position = vec4(1.0);
83 gl_FragColor = vec4(1.0)
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  /frameworks/base/core/res/res/raw/
color_fade_vert.vert 10 vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0);
12 gl_Position = vec4(scale, scale, 1.0, 1.0) * (proj_matrix * vec4(position.x, position.y, 0.0, 1.0));
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shadercubef.glsl 5 lowp vec4 col = textureCube(UNI_Tex0, worldNormal);
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
fwidth.ir 23 (signature vec4
25 (declare (in) vec4 p))
26 ((return (expression vec4 +
27 (expression vec4 abs (expression vec4 dFdx (var_ref p)))
28 (expression vec4 abs (expression vec4 dFdy (var_ref p)))))))
tan.ir 17 (signature vec4
19 (declare (in) vec4 angle))
20 ((return (expression vec4 / (expression vec4 sin (var_ref angle)) (expression vec4 cos (var_ref angle))))))
asin.ir 83 (signature vec4
85 (declare (in) vec4 x))
86 ((return (expression vec4 *
87 (expression vec4 sign (var_ref x))
88 (expression vec4 -
90 (expression vec4 *
91 (expression vec4 sqrt
92 (expression vec4 -
94 (expression vec4 abs (var_ref x))))
95 (expression vec4
    [all...]
pow.ir 20 (signature vec4
22 (declare (in) vec4 arg0)
23 (declare (in) vec4 arg1))
24 ((return (expression vec4 pow (var_ref arg0) (var_ref arg1)))))
  /external/mesa3d/src/glsl/builtins/ir/
fwidth.ir 23 (signature vec4
25 (declare (in) vec4 p))
26 ((return (expression vec4 +
27 (expression vec4 abs (expression vec4 dFdx (var_ref p)))
28 (expression vec4 abs (expression vec4 dFdy (var_ref p)))))))
tan.ir 17 (signature vec4
19 (declare (in) vec4 angle))
20 ((return (expression vec4 / (expression vec4 sin (var_ref angle)) (expression vec4 cos (var_ref angle))))))
asin.ir 83 (signature vec4
85 (declare (in) vec4 x))
86 ((return (expression vec4 *
87 (expression vec4 sign (var_ref x))
88 (expression vec4 -
90 (expression vec4 *
91 (expression vec4 sqrt
92 (expression vec4 -
94 (expression vec4 abs (var_ref x))))
95 (expression vec4
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  /development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/
ShaderPlainES3.fsh 4 uniform mediump vec4 vMaterialSpecular;
7 in lowp vec4 colorDiffuse;
10 out vec4 outColor;
19 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
VS_ShaderPlain.vsh 8 varying lowp vec4 colorDiffuse;
18 uniform lowp vec4 vMaterialDiffuse;
20 uniform lowp vec4 vMaterialSpecular;
24 highp vec4 p = vec4(myVertex,1);
30 colorDiffuse = dot( worldNormal, normalize(-vLight0+ecPosition) ) * vMaterialDiffuse + vec4( vMaterialAmbient, 1 );
ShaderPlain.fsh 6 uniform mediump vec4 vMaterialSpecular;
8 varying lowp vec4 colorDiffuse;
21 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
  /external/chromium-trace/trace-viewer/third_party/gl-matrix/src/gl-matrix/
vec4.js 25 * @name vec4
27 var vec4 = {};
30 * Creates a new, empty vec4
32 * @returns {vec4} a new 4D vector
34 vec4.create = function() {
44 * Creates a new vec4 initialized with values from an existing vector
46 * @param {vec4} a vector to clone
47 * @returns {vec4} a new 4D vector
49 vec4.clone = function(a) {
59 * Creates a new vec4 initialized with the given value
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  /external/deqp/modules/gles3/scripts/
gen-invalid-texture-funcs.py 22 ${POSITION_FRAG_COLOR} = vec4(${{LOOKUP}});
56 InvalidTexFuncCase("texture", ["sampler3DShadow", "vec4"]),
57 InvalidTexFuncCase("texture", ["sampler2DArrayShadow", "vec4", "float"]),
60 InvalidTexFuncCase("textureProj", ["samplerCube", "vec4"]),
61 InvalidTexFuncCase("textureProj", ["isamplerCube", "vec4"]),
62 InvalidTexFuncCase("textureProj", ["usamplerCube", "vec4"]),
63 InvalidTexFuncCase("textureProj", ["samplerCube", "vec4", "float"]),
64 InvalidTexFuncCase("textureProj", ["isamplerCube", "vec4", "float"]),
65 InvalidTexFuncCase("textureProj", ["usamplerCube", "vec4", "float"]),
66 InvalidTexFuncCase("textureProj", ["sampler2DArrayShadow", "vec4"]),
    [all...]
  /packages/wallpapers/NoiseField/res/raw/
noisefield_vs.glsl 4 vec4 pos = vec4(ATTRIB_position.xyz, 1.0);
  /external/chromium_org/third_party/angle/samples/angle/multiple_draw_buffers/
multiple_draw_buffers_copy_fs.glsl 6 vec4 color = texture2D(s_texture, v_texCoord);
multiple_draw_buffers_vs.glsl 1 attribute vec4 a_position;

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