/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/ |
DefaultFragShader.fsh | 0 uniform sampler2D sTexture;
|
DefaultVertShader.vsh | 4 uniform highp mat4 MVPMatrix; 5 uniform float fUOffset;
|
SkinnedFragShader.fsh | 0 uniform sampler2D sTexture; 2 uniform sampler2D sNormalMap; 3 uniform bool bUseDot3;
|
/prebuilts/go/darwin-x86/src/image/ |
names.go | 12 // Black is an opaque black uniform image. 14 // White is an opaque white uniform image. 16 // Transparent is a fully transparent uniform image. 18 // Opaque is a fully opaque uniform image. 22 // Uniform is an infinite-sized Image of uniform color. 24 type Uniform struct { 28 func (c *Uniform) RGBA() (r, g, b, a uint32) { 32 func (c *Uniform) ColorModel() color.Model { 36 func (c *Uniform) Convert(color.Color) color.Color [all...] |
/prebuilts/go/linux-x86/src/image/ |
names.go | 12 // Black is an opaque black uniform image. 14 // White is an opaque white uniform image. 16 // Transparent is a fully transparent uniform image. 18 // Opaque is a fully opaque uniform image. 22 // Uniform is an infinite-sized Image of uniform color. 24 type Uniform struct { 28 func (c *Uniform) RGBA() (r, g, b, a uint32) { 32 func (c *Uniform) ColorModel() color.Model { 36 func (c *Uniform) Convert(color.Color) color.Color [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/ |
SceneVertShader.vsh | 5 uniform highp mat4 MVPMatrix; 6 uniform highp vec3 LightDirection; 7 uniform highp float MaterialBias; 8 uniform highp float MaterialScale;
|
FragShader.fsh | 3 uniform sampler2D sTexture; 4 uniform mediump sampler3D sColourLUT;
|
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
FragShader.fsh | 0 uniform sampler2D sTexture;
|
/frameworks/base/core/res/res/raw/ |
color_fade_frag.frag | 4 uniform samplerExternalOES texUnit; 5 uniform float opacity; 6 uniform float gamma;
|
color_fade_vert.vert | 0 uniform mat4 proj_matrix; 2 uniform mat4 tex_matrix;
|
/external/deqp/data/gles3/shaders/ |
declarations.test | 100 uniform mediump float val; 130 uniform mediump float val; 144 uniform Block { mediump float val; }; 177 invariant uniform mediump float val; 199 invariant uniform Block { mediump float val; }; 213 uniform Block { invariant mediump float val; }; 227 layout(foobar) uniform Block 245 uniform Block 247 layout(foobar) uniform mediump float val; 262 uniform Bloc [all...] |
/external/tensorflow/tensorflow/python/kernel_tests/distributions/ |
uniform_test.py | 15 """Tests for Uniform distribution.""" 30 from tensorflow.python.ops.distributions import uniform as uniform_lib 53 uniform = uniform_lib.Uniform(low=a, high=b) 54 self.assertAllClose(a, uniform.low.eval()) 55 self.assertAllClose(b, uniform.high.eval()) 56 self.assertAllClose(b - a, uniform.range().eval()) 62 uniform = uniform_lib.Uniform(low=a, high=b) 77 pdf = uniform.prob(x [all...] |
/external/deqp/data/gles31/shaders/es31/ |
linkage_uniform.test | 4 desc "Vertex side uniform has highp, fragment side uniform mediump." 10 uniform highp float u_val; 21 uniform float u_val; 33 desc "Vertex side uniform has highp, fragment side uniform mediump." 39 uniform highp float u_val; 50 uniform mediump float u_val; 62 desc "Vertex side uniform has lowp, fragment side uniform highp. [all...] |
uniform_location.test | 9 layout(location = 0) uniform float uni0; 10 layout(location = 0) uniform float uni1; 29 layout(location = 0) uniform float uni0; 30 layout(location = 0) uniform float uni1; 49 layout(location = 0) uniform float uni0; 62 layout(location = 0) uniform float uni1; 81 layout(location = 0) uniform float uni0[8]; 82 layout(location = 5) uniform float uni1; 101 layout(location = 0) uniform float uni0[8]; 102 layout(location = 5) uniform float uni1 [all...] |
/external/deqp/data/gles31/shaders/es32/ |
linkage_uniform.test | 4 desc "Vertex side uniform has highp, fragment side uniform mediump." 10 uniform highp float u_val; 21 uniform float u_val; 33 desc "Vertex side uniform has highp, fragment side uniform mediump." 39 uniform highp float u_val; 50 uniform mediump float u_val; 62 desc "Vertex side uniform has lowp, fragment side uniform highp. [all...] |
uniform_location.test | 28 layout(location = 0) uniform float uni0; 29 layout(location = 0) uniform float uni1; 48 layout(location = 0) uniform float uni0; 49 layout(location = 0) uniform float uni1; 68 layout(location = 0) uniform float uni0; 81 layout(location = 0) uniform float uni1; 100 layout(location = 0) uniform float uni0[8]; 101 layout(location = 5) uniform float uni1; 120 layout(location = 0) uniform float uni0[8]; 121 layout(location = 5) uniform float uni1 [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
Shaders.java | 23 + "uniform float mortarThickness; \n" 24 + "uniform vec3 brickColor; \n" 25 + "uniform vec3 mortarColor; \n" 27 + "uniform float brickMortarWidth; \n" 28 + "uniform float brickMortarHeight; \n" 29 + "uniform float mwf; \n" 30 + "uniform float mhf; \n" 61 + "uniform float mortarThickness; \n" 62 + "uniform vec3 brickColor; \n" 63 + "uniform vec3 mortarColor; \n [all...] |
/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
shadersrc.h | 13 "uniform highp mat4 mvp;\n" 33 "uniform highp mat4 mvp;\n" 34 "uniform highp mat3 normalMatrix;\n" 35 "uniform lowp vec4 ambient;\n" 36 "uniform lowp float shininess;\n" 37 "uniform lowp vec3 light_0_direction;\n" 38 "uniform lowp vec4 light_0_diffuse;\n" 39 "uniform lowp vec4 light_0_specular;\n" 40 "uniform lowp vec3 light_1_direction;\n" 41 "uniform lowp vec4 light_1_diffuse;\n [all...] |
/external/tensorflow/tensorflow/contrib/layers/python/layers/ |
initializers_test.py | 43 def _test_xavier(self, initializer, shape, variance, uniform): 50 uniform=uniform, seed=1)) 86 def _test_variance(self, initializer, shape, variance, factor, mode, uniform): 94 factor=factor, mode=mode, uniform=uniform, seed=1)) 100 for uniform in [False, True]: 107 uniform=uniform) 110 for uniform in [False, True] [all...] |
/external/deqp/data/gles2/shaders/ |
linkage.test | 66 values { uniform bool u_false = false; } 77 uniform bool u_false; 91 values { uniform bool u_false = false; } 113 values { uniform bool u_false = false; } 136 values { uniform bool u_false = false; } 647 desc "Same uniform struct in both shaders" 649 uniform float val.a = 1.0; 650 uniform float val.b = 2.0; 656 uniform Struct val; 667 uniform Struct val [all...] |
invalid_texture_functions.test | 8 uniform lowp sampler2D s; 30 uniform lowp samplerCube s; 60 uniform sampler2D s; 83 uniform samplerCube s;
|
/external/deqp/doc/testspecs/GLES3/ |
functional.ubo.txt | 19 Uniform Buffer Object tests 27 + Basic uniform buffer object usage 28 - Binding and unbinding uniform buffers 29 - Writing uniform buffer data with glBufferData() 30 + Binding uniform buffers to uniform blocks 34 + Querying uniform block memory layout 36 + Uniform blocks GLSL 37 - Basic scalar, vector and matrix types in uniform blocks 38 - Samplers in uniform blocks - as negative case [all...] |
/external/deqp/external/openglcts/modules/gles31/ |
es31cTextureStorageMultisampleGetActiveUniformTests.cpp | 52 "uniform highp sampler2DMS fs_sampler_2d_multisample;\n" 53 "uniform highp usampler2DMS fs_sampler_2d_multisample_uint;\n" 54 "uniform highp isampler2DMS fs_sampler_2d_multisample_int;\n" 75 "uniform highp sampler2DMS fs_sampler_2d_multisample;\n" 76 "uniform highp sampler2DMSArray fs_sampler_2d_multisample_array;\n" 77 "uniform highp usampler2DMS fs_sampler_2d_multisample_uint;\n" 78 "uniform highp usampler2DMSArray fs_sampler_2d_multisample_array_uint;\n" 79 "uniform highp isampler2DMS fs_sampler_2d_multisample_int;\n" 80 "uniform highp isampler2DMSArray fs_sampler_2d_multisample_array_int;\n" 103 "uniform highp sampler2DMS vs_sampler_2d_multisample;\n [all...] |
/cts/tests/tests/graphics/assets/ |
passthrough_fsh.glsl | 4 layout (binding = 0) uniform sampler2D tex;
|
/external/mesa3d/src/compiler/glsl/ |
ir_uniform.h | 37 * and glUniform* functions to identify inactive explicit uniform locations. 74 * Base opaque uniform index 77 * represents its uniform index. If \c 79 * use opaque uniform indices \c index through \c index + \c 87 * Whether this opaque uniform is used in this shader stage. 94 /** Type of this uniform data stored. 101 * The number of elements in this uniform. 111 * Storage used by the driver for the uniform 117 * Storage used by Mesa for the uniform 119 * This form of the uniform is used by Mesa's implementation of \ [all...] |