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21  * \brief Random shader tests.
72 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
73 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true));
103 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
104 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true));
132 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false));
133 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true));
160 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false));
161 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true));
197 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false));
198 fragmentGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in fragment shader", params, seed, false, true));
227 vertexGroup->addChild(createRandomShaderCase(m_context, "Trigonometric ops in vertex shader", params, seed, true, false));
228 fragmentGroup->addChild(createRandomShaderCase(m_context, "Trigonometric ops in fragment shader", params, seed, false, true));
256 vertexGroup->addChild(createRandomShaderCase(m_context, "Exponential ops in vertex shader", params, seed, true, false));
257 fragmentGroup->addChild(createRandomShaderCase(m_context, "Exponential ops in fragment shader", params, seed, false, true));
290 vertexGroup->addChild(createRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false));
293 fragmentGroup->addChild(createRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true));
336 vertexGroup->addChild(createRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false));
337 fragmentGroup->addChild(createRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true));