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/third_party/glslang/Test/
Dvk.relaxed.stagelink.0.1.frag21 vec3 direction;
22 vec3 diffuse;
35 vec3 color;
48 vec3 shCoeffs[9];
52 vec3 diffuse;
53 vec3 specular;
54 vec3 specular2;
59 vec3 diffuse;
60 vec3 specular;
112 vec3 TDHSVToRGB(vec3 c);
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Dvk.relaxed.stagelink.0.1.vert2 layout(location = 0) in vec3 P;
3 layout(location = 1) in vec3 N;
5 layout(location = 3) in vec3 uv[8];
19 vec3 direction;
20 vec3 diffuse;
33 vec3 color;
46 vec3 shCoeffs[9];
50 vec3 diffuse;
51 vec3 specular;
52 vec3 specular2;
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Dvk.relaxed.stagelink.0.2.vert15 vec3 direction;
16 vec3 diffuse;
29 vec3 color;
42 vec3 shCoeffs[9];
46 vec3 diffuse;
47 vec3 specular;
48 vec3 specular2;
53 vec3 diffuse;
54 vec3 specular;
107 vec4 TDWorldToProj(vec3 v);
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Dvk.relaxed.stagelink.0.0.vert14 vec3 diffuse;
15 vec3 specular;
16 vec3 specular2;
21 vec3 diffuse;
22 vec3 specular;
69 layout(location = 0) in vec3 P;
70 layout(location = 1) in vec3 N;
72 layout(location = 3) in vec3 uv[8];
74 vec4 TDWorldToProj(vec3 v);
75 vec4 TDWorldToProj(vec4 v, vec3 uv);
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/third_party/skia/third_party/externals/tint/test/bug/tint/
D949.wgsl.expected.glsl7 vec3 diffuse;
8 vec3 specular;
12 vec3 u_Color = vec3(0.0f, 0.0f, 0.0f);
21 vec3 u_cameraPosition;
37 vec3 vLightGround;
44 mat3 cotangent_frame_vf3_vf3_vf2_vf2_(inout vec3 normal_1, inout vec3 p, inout vec2 uv, inout vec2 …
45 vec3 dp1 = vec3(0.0f, 0.0f, 0.0f);
46 vec3 dp2 = vec3(0.0f, 0.0f, 0.0f);
49 vec3 dp2perp = vec3(0.0f, 0.0f, 0.0f);
50 vec3 dp1perp = vec3(0.0f, 0.0f, 0.0f);
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D949.wgsl3 diffuse : vec3<f32>;
4 specular : vec3<f32>;
14 u_cameraPosition : vec3<f32>;
27 vLightGround : vec3<f32>;
36 var<private> u_Color : vec3<f32>;
66 fn cotangent_frame_vf3_vf3_vf2_vf2_(normal_1 : ptr<function, vec3<f32>>, p : ptr<function, vec3<f32…
67 var dp1 : vec3<f32>;
68 var dp2 : vec3<f32>;
71 var dp2perp : vec3<f32>;
72 var dp1perp : vec3<f32>;
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D949.wgsl.expected.wgsl2 diffuse : vec3<f32>;
3 specular : vec3<f32>;
13 u_cameraPosition : vec3<f32>;
26 vLightGround : vec3<f32>;
35 var<private> u_Color : vec3<f32>;
65 fn cotangent_frame_vf3_vf3_vf2_vf2_(normal_1 : ptr<function, vec3<f32>>, p : ptr<function, vec3<f32…
66 var dp1 : vec3<f32>;
67 var dp2 : vec3<f32>;
70 var dp2perp : vec3<f32>;
71 var dp1perp : vec3<f32>;
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D749.spvasm.expected.glsl20 vec3 x_523 = vec3(vec3(1.0f, 2.0f, 3.0f).z, vec3(1.0f, 2.0f, 3.0f).y, vec3(1.0f, 2.0f, 3.0f).z);
28 vec3 x_524 = vec3(x_523.y, x_523.x, x_523.y);
44 vec3 x_525 = vec3(x_523.z, vec3(1.0f, 2.0f, 3.0f).x, x_523.y);
56 vec3 x_526 = vec3(x_525.x, x_525.z, x_525.z);
69 vec3 x_528 = vec3(x_524.x, x_524.z, x_524.x);
76 vec3 x_529 = vec3(x_526.y, x_526.z, x_526.x);
92 vec3 x_531 = vec3(x_527.x, x_526.y, x_526.x);
101 vec3 x_532 = vec3(x_528.x, x_528.y, x_528.x);
118 vec3 x_538 = vec3(0.0f, 0.0f, 0.0f);
134 vec3 x_534 = vec3(vec3(1.0f, 2.0f, 3.0f).z, vec3(1.0f, 2.0f, 3.0f).x, vec3(1.0f, 2.0f, 3.0f).z);
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D749.spvasm.expected.wgsl23 …let x_523 : vec3<f32> = vec3<f32>(vec3<f32>(1.0, 2.0, 3.0).z, vec3<f32>(1.0, 2.0, 3.0).y, vec3<f32…
31 let x_524 : vec3<f32> = vec3<f32>(x_523.y, x_523.x, x_523.y);
47 let x_525 : vec3<f32> = vec3<f32>(x_523.z, vec3<f32>(1.0, 2.0, 3.0).x, x_523.y);
59 let x_526 : vec3<f32> = vec3<f32>(x_525.x, x_525.z, x_525.z);
70 let x_528 : vec3<f32> = vec3<f32>(x_524.x, x_524.z, x_524.x);
75 let x_529 : vec3<f32> = vec3<f32>(x_526.y, x_526.z, x_526.x);
91 let x_531 : vec3<f32> = vec3<f32>(x_527.x, x_526.y, x_526.x);
98 let x_532 : vec3<f32> = vec3<f32>(x_528.x, x_528.y, x_528.x);
115 var x_538 : vec3<f32>;
131 …let x_534 : vec3<f32> = vec3<f32>(vec3<f32>(1.0, 2.0, 3.0).z, vec3<f32>(1.0, 2.0, 3.0).x, vec3<f32…
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/third_party/vk-gl-cts/data/gles3/shaders/
Dswizzle_math_operations.test108 …output vec3 out0 = [ vec3(0.6, 0.6, 1.0) | vec3(2.25, 2.25, 2.5) | vec3(-2.75, -2.75, -4.5) | vec3
178 …input vec3 in0 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
179 …input vec3 in1 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
202 …input vec3 in0 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
203 …input vec3 in1 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
226 …input vec3 in0 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
227 …input vec3 in1 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
250 …input vec3 in0 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
251 …input vec3 in1 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
274 …input vec3 in0 = [ vec3(0.1, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
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/third_party/skia/third_party/externals/tint/test/types/
Dmodule_scope_var_conversions.wgsl13 var<private> v3bool_var1 : vec3<bool> = vec3<bool>(vec3<u32>(1u));
14 var<private> v3bool_var2 : vec3<bool> = vec3<bool>(vec3<i32>(1));
15 var<private> v3bool_var3 : vec3<bool> = vec3<bool>(vec3<f32>(1.0));
17 var<private> v3i32_var1 : vec3<i32> = vec3<i32>(vec3<u32>(1u));
18 var<private> v3i32_var2 : vec3<i32> = vec3<i32>(vec3<f32>(1.0));
19 var<private> v3i32_var3 : vec3<i32> = vec3<i32>(vec3<bool>(true));
21 var<private> v3u32_var1 : vec3<u32> = vec3<u32>(vec3<i32>(1));
22 var<private> v3u32_var2 : vec3<u32> = vec3<u32>(vec3<f32>(1.0));
23 var<private> v3u32_var3 : vec3<u32> = vec3<u32>(vec3<bool>(true));
25 var<private> v3bool_var4 : vec3<bool> = vec3<bool>(vec2<bool>(vec2<f32>(123.0)), true);
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Dmodule_scope_var_conversions.wgsl.expected.wgsl19 var<private> v3bool_var1 : vec3<bool> = vec3<bool>(vec3<u32>(1u));
21 var<private> v3bool_var2 : vec3<bool> = vec3<bool>(vec3<i32>(1));
23 var<private> v3bool_var3 : vec3<bool> = vec3<bool>(vec3<f32>(1.0));
25 var<private> v3i32_var1 : vec3<i32> = vec3<i32>(vec3<u32>(1u));
27 var<private> v3i32_var2 : vec3<i32> = vec3<i32>(vec3<f32>(1.0));
29 var<private> v3i32_var3 : vec3<i32> = vec3<i32>(vec3<bool>(true));
31 var<private> v3u32_var1 : vec3<u32> = vec3<u32>(vec3<i32>(1));
33 var<private> v3u32_var2 : vec3<u32> = vec3<u32>(vec3<f32>(1.0));
35 var<private> v3u32_var3 : vec3<u32> = vec3<u32>(vec3<bool>(true));
37 var<private> v3bool_var4 : vec3<bool> = vec3<bool>(vec2<bool>(vec2<f32>(123.0)), true);
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Dfunction_scope_var_conversions.wgsl20 var v3bool_var1 : vec3<bool> = vec3<bool>(vec3<u32>(123u));
21 var v3bool_var11 : vec3<bool> = vec3<bool>(vec3<u32>(1234u));
22 var v3bool_var2 : vec3<bool> = vec3<bool>(vec3<i32>(123));
23 var v3bool_var3 : vec3<bool> = vec3<bool>(vec3<f32>(123.0));
25 var v3i32_var1 : vec3<i32> = vec3<i32>(vec3<u32>(123u));
26 var v3i32_var2 : vec3<i32> = vec3<i32>(vec3<f32>(123.0));
27 var v3i32_var3 : vec3<i32> = vec3<i32>(vec3<bool>(true));
29 var v3u32_var1 : vec3<u32> = vec3<u32>(vec3<i32>(123));
30 var v3u32_var2 : vec3<u32> = vec3<u32>(vec3<f32>(123.0));
31 var v3u32_var3 : vec3<u32> = vec3<u32>(vec3<bool>(true));
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Dfunction_scope_var_conversions.wgsl.expected.wgsl17 var v3bool_var1 : vec3<bool> = vec3<bool>(vec3<u32>(123u));
18 var v3bool_var11 : vec3<bool> = vec3<bool>(vec3<u32>(1234u));
19 var v3bool_var2 : vec3<bool> = vec3<bool>(vec3<i32>(123));
20 var v3bool_var3 : vec3<bool> = vec3<bool>(vec3<f32>(123.0));
21 var v3i32_var1 : vec3<i32> = vec3<i32>(vec3<u32>(123u));
22 var v3i32_var2 : vec3<i32> = vec3<i32>(vec3<f32>(123.0));
23 var v3i32_var3 : vec3<i32> = vec3<i32>(vec3<bool>(true));
24 var v3u32_var1 : vec3<u32> = vec3<u32>(vec3<i32>(123));
25 var v3u32_var2 : vec3<u32> = vec3<u32>(vec3<f32>(123.0));
26 var v3u32_var3 : vec3<u32> = vec3<u32>(vec3<bool>(true));
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/asm/frag/
Dvector-shuffle-oom.asm.frag29 vec3 _m0;
30 vec3 _m1;
32 vec3 _m3;
34 vec3 _m5;
36 vec3 _m7;
38 vec3 _m9;
40 vec3 _m11;
44 vec3 _m15;
68 vec3 _m10;
70 vec3 _m12;
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/glsl/es310/
Darrays.test24 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ];
25 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ];
38 out0 = vec3(x[0], x[1], x[2]);
172 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ];
173 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ];
190 vec3 v;
193 test a = test(in0.z, vec3(in0.x, in0.y, in0.z));
194 test b = test(in0.y, vec3(-in0.z, -in0.x, -in0.y));
195 test c = test(in0.x, vec3(-in0.y, in0.z, -in0.x));
199 out0 = vec3(x[0].f, x[1].v.y, x[2].v.x);
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/third_party/skia/third_party/externals/spirv-cross/shaders/frag/
Dground.frag27 vec4 ComputeFogFactor(vec3 WorldPos)
30 vec3 vEye = WorldPos - g_CamPos.xyz;
31 vec3 nEye = normalize(vEye);
35 FogData.xyz = mix(vec3(1.0, 1.0, 1.0), vec3(0.6, 0.6, 0.9), nEye.y * 0.5 + 0.5);
36 FogData.xyz = mix(FogData.xyz, vec3(0.95, 0.87, 0.78), fog_sun_factor);
40 void ApplyFog(inout vec3 Color, vec4 FogData)
45 void ApplyLighting(inout mediump vec3 Color, mediump float DiffuseFactor)
47 mediump vec3 DiffuseLight = g_SunColor.xyz * DiffuseFactor;
48 mediump vec3 AmbientLight = vec3(0.2, 0.35, 0.55) * 0.5;
49 mediump vec3 Lighting = DiffuseLight + AmbientLight;
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/third_party/vk-gl-cts/external/openglcts/data/gl33/
Darrays.test24 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ];
25 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ];
38 out0 = vec3(x[0], x[1], x[2]);
170 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ];
171 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ];
188 vec3 v;
191 test a = test(in0.z, vec3(in0.x, in0.y, in0.z));
192 test b = test(in0.y, vec3(-in0.z, -in0.x, -in0.y));
193 test c = test(in0.x, vec3(-in0.y, in0.z, -in0.x));
197 out0 = vec3(x[0].f, x[1].v.y, x[2].v.x);
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/frag/
Dground.frag22 layout(location = 1) in vec3 EyeVec;
29 void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic)
32 NormalOut = vec4((Normal * 0.5) + vec3(0.5), 0.0);
39 vec3 Normal = (texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0);
44 vec3 nEye = normalize(EyeVec);
46vec3 Color = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.1000000014901161193…
47vec3 grass = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.1000000014901161193…
48 vec3 dirt = vec3(0.100000001490116119384765625);
49 vec3 snow = vec3(0.800000011920928955078125);
51 vec3 base = mix(grass, snow, vec3(grass_snow));
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/return-inside-loop-in-function/
D0.wgsl5 var x_37 : vec3<f32>;
7 var x_38 : vec3<f32>;
8 var x_51 : vec3<f32>;
9 var x_54 : vec3<f32>;
11 var x_55_phi : vec3<f32>;
19 var x_51_phi : vec3<f32>;
28 x_51_phi = vec3<f32>(0.0, 0.0, 0.0);
35 x_37 = vec3<f32>(1.0, 1.0, 1.0);
36 x_51_phi = vec3<f32>(1.0, 1.0, 1.0);
51 x_54 = vec3<f32>(0.0, 0.0, 0.0);
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/third_party/skia/third_party/externals/tint/src/resolver/
Dresolver_test.cc62 using vec3 = builder::vec3<T>; typedef
583 auto* tc = vec3<f32>(1.0f, 1.0f, 1.0f); in TEST_F()
1151 Global("my_vec", ty.vec3<f32>(), ast::StorageClass::kPrivate); in TEST_F()
1278 DataType<vec3<bool>>::AST, //
1279 DataType<vec3<i32>>::AST, //
1280 DataType<vec3<u32>>::AST, //
1281 DataType<vec3<f32>>::AST, //
1299 ParamsFor<vec3<bool>, vec3<bool>, vec3<bool>>(Op::kAnd),
1300 ParamsFor<vec3<bool>, vec3<bool>, vec3<bool>>(Op::kOr),
1325 ParamsFor<vec3<i32>, vec3<i32>, vec3<i32>>(Op::kAdd),
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/asm/frag/
Dvector-shuffle-oom.asm.frag29 vec3 _m0;
30 vec3 _m1;
32 vec3 _m3;
34 vec3 _m5;
36 vec3 _m7;
38 vec3 _m9;
40 vec3 _m11;
44 vec3 _m15;
68 vec3 _m10;
70 vec3 _m12;
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/third_party/vk-gl-cts/data/gles31/shaders/es31/
Darrays_of_arrays.test17 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ];
18 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ];
33 out0 = vec3(x[0][0], x[1][1], x[2][2]);
206 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ];
207 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ];
222 vec3 v;
225 Test a = Test(in0.z, vec3(in0.x, in0.y, in0.z));
226 Test b = Test(in0.y, vec3(-in0.z, -in0.x, -in0.y));
227 Test c = Test(in0.x, vec3(-in0.y, in0.z, -in0.x));
233 out0 = vec3(x[0][0].f, x[0][1].v.y, x[2][1].v.x);
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/third_party/vk-gl-cts/data/gles31/shaders/gl45/
Darrays_of_arrays.test17 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ];
18 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ];
33 out0 = vec3(x[0][0], x[1][1], x[2][2]);
206 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ];
207 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ];
222 vec3 v;
225 Test a = Test(in0.z, vec3(in0.x, in0.y, in0.z));
226 Test b = Test(in0.y, vec3(-in0.z, -in0.x, -in0.y));
227 Test c = Test(in0.x, vec3(-in0.y, in0.z, -in0.x));
233 out0 = vec3(x[0][0].f, x[0][1].v.y, x[2][1].v.x);
[all …]
/third_party/vk-gl-cts/data/gles31/shaders/es32/
Darrays_of_arrays.test36 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) | vec3(7.4, -1.0, 2.0) | vec3(3.0, 1.6, -2.0) ];
37 output vec3 out0 = [ vec3(2.0, 0.5, 1.0) | vec3(2.0, 7.4, -1.0) | vec3(-2.0, 3.0, 1.6) ];
52 out0 = vec3(x[0][0], x[1][1], x[2][2]);
225 input vec3 in0 = [ vec3(0.5, 1.0, 2.0) ];
226 output vec3 out0 = [ vec3(2.0, -0.5, -1.0) ];
241 vec3 v;
244 Test a = Test(in0.z, vec3(in0.x, in0.y, in0.z));
245 Test b = Test(in0.y, vec3(-in0.z, -in0.x, -in0.y));
246 Test c = Test(in0.x, vec3(-in0.y, in0.z, -in0.x));
252 out0 = vec3(x[0][0].f, x[0][1].v.y, x[2][1].v.x);
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