/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) [all...] |
/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) [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) [all...] |
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) [all...] |
/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) [all...] |
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) [all...] |
/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) [all...] |
/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));
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shadercubef.glsl | 5 lowp vec4 col = textureCube(UNI_Tex0, worldNormal);
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/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)))))))
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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))))))
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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)))))
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/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)))))))
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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))))))
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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...] |
/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 );
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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 );
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ShaderPlain.fsh | 6 uniform mediump vec4 vMaterialSpecular; 8 varying lowp vec4 colorDiffuse; 21 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
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/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 [all...] |
/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);
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/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);
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multiple_draw_buffers_vs.glsl | 1 attribute vec4 a_position;
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