/third_party/glslang/Test/ |
D | vk.relaxed.stagelink.0.1.frag | 21 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); [all …]
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D | vk.relaxed.stagelink.0.1.vert | 2 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; [all …]
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D | vk.relaxed.stagelink.0.2.vert | 15 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); [all …]
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D | vk.relaxed.stagelink.0.0.vert | 14 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); [all …]
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/third_party/skia/third_party/externals/tint/test/bug/tint/ |
D | 949.wgsl.expected.glsl | 7 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); [all …]
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D | 949.wgsl | 3 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>; [all …]
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D | 949.wgsl.expected.wgsl | 2 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>; [all …]
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D | 749.spvasm.expected.glsl | 20 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); [all …]
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D | 749.spvasm.expected.wgsl | 23 …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… [all …]
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/third_party/vk-gl-cts/data/gles3/shaders/ |
D | swizzle_math_operations.test | 108 …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… [all …]
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/third_party/skia/third_party/externals/tint/test/types/ |
D | module_scope_var_conversions.wgsl | 13 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); [all …]
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D | module_scope_var_conversions.wgsl.expected.wgsl | 19 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); [all …]
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D | function_scope_var_conversions.wgsl | 20 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)); [all …]
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D | function_scope_var_conversions.wgsl.expected.wgsl | 17 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)); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/asm/frag/ |
D | vector-shuffle-oom.asm.frag | 29 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; [all …]
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/glsl/es310/ |
D | arrays.test | 24 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); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders/frag/ |
D | ground.frag | 27 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; [all …]
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/third_party/vk-gl-cts/external/openglcts/data/gl33/ |
D | arrays.test | 24 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); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/frag/ |
D | ground.frag | 22 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); 46 …vec3 Color = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.1000000014901161193… 47 …vec3 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)); [all …]
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/return-inside-loop-in-function/ |
D | 0.wgsl | 5 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); [all …]
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/third_party/skia/third_party/externals/tint/src/resolver/ |
D | resolver_test.cc | 62 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), [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/asm/frag/ |
D | vector-shuffle-oom.asm.frag | 29 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; [all …]
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/third_party/vk-gl-cts/data/gles31/shaders/es31/ |
D | arrays_of_arrays.test | 17 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 …]
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/third_party/vk-gl-cts/data/gles31/shaders/gl45/ |
D | arrays_of_arrays.test | 17 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 …]
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/third_party/vk-gl-cts/data/gles31/shaders/es32/ |
D | arrays_of_arrays.test | 36 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); [all …]
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