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Lines Matching refs:vec4

176     attribute vec4 a_position;
214 attribute vec4 a_position;
249 attribute vec4 a_position;
285 attribute vec4 a_position;
289 uniform TexCoordPrecision vec4 texTransform[8];
296 TexCoordPrecision vec4 texTrans = texTransform[quad_index];
305 attribute vec4 a_position;
343 attribute TexCoordPrecision vec4 a_position;
351 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
357 attribute TexCoordPrecision vec4 a_position;
363 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
400 attribute TexCoordPrecision vec4 a_position;
403 uniform vec4 viewport;
406 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
410 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
413 edge_dist[0] = vec4(dot(edge[0], screen_pos),
417 edge_dist[1] = vec4(dot(edge[4], screen_pos),
459 attribute TexCoordPrecision vec4 a_position;
462 uniform vec4 viewport;
465 uniform TexCoordPrecision vec4 texTrans;
467 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
471 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
474 edge_dist[0] = vec4(dot(edge[0], screen_pos),
478 edge_dist[1] = vec4(dot(edge[4], screen_pos),
515 attribute TexCoordPrecision vec4 a_position;
519 uniform TexCoordPrecision vec4 vertexTexTransform;
523 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
563 attribute TexCoordPrecision vec4 a_position;
566 uniform vec4 viewport;
569 uniform TexCoordPrecision vec4 vertexTexTransform;
571 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
575 gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
578 edge_dist[0] = vec4(dot(edge[0], screen_pos),
582 edge_dist[1] = vec4(dot(edge[4], screen_pos),
616 attribute vec4 a_position;
624 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
709 vec4 texColor = TextureLookup(s_texture, v_texCoord);
723 uniform vec4 colorOffset;
725 vec4 texColor = TextureLookup(s_texture, v_texCoord);
727 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
744 vec4 texColor = TextureLookup(s_texture, v_texCoord);
758 vec4 texColor = TextureLookup(s_texture, v_texCoord);
799 uniform vec4 background_color;
802 vec4 texColor = TextureLookup(s_texture, v_texCoord);
815 uniform vec4 background_color;
818 vec4 texColor = TextureLookup(s_texture, v_texCoord);
833 vec4 texColor = TextureLookup(s_texture, v_texCoord);
834 gl_FragColor = vec4(texColor.rgb, 1.0);
859 vec4 texColor = TextureLookup(s_texture, v_texCoord);
861 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
873 vec4 texColor = TextureLookup(s_texture, v_texCoord);
874 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
909 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
912 vec4 texColor = TextureLookup(s_texture, v_texCoord);
913 vec4 d4 = min(edge_dist[0], edge_dist[1]);
953 uniform TexCoordPrecision vec4 fragmentTexTransform;
955 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
961 vec4 texColor = TextureLookup(s_texture, texCoord);
962 vec4 d4 = min(edge_dist[0], edge_dist[1]);
976 uniform TexCoordPrecision vec4 fragmentTexTransform;
978 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
984 vec4 texColor = TextureLookup(s_texture, texCoord);
985 vec4 d4 = min(edge_dist[0], edge_dist[1]);
988 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) *
1036 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1040 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1088 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1091 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1095 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1096 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1152 uniform vec4 colorOffset;
1155 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1158 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1160 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1167 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1168 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1214 uniform vec4 colorOffset;
1216 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
1219 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1221 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1225 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1280 uniform vec4 colorOffset;
1283 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1285 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1292 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1351 gl_FragColor = vec4(rgb, 1.0) * alpha;
1415 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);
1444 uniform vec4 color;
1475 uniform vec4 color;
1476 varying vec4 edge_dist[2]; // 8 edge distances.
1479 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1525 uniform vec4 texTransform;
1526 uniform vec4 color;
1528 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
1529 vec4 color2 = color;