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/external/deqp/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…
[all …]
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);
[all …]
Dswizzles.test103 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
264 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
425 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
493 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
516 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
539 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
562 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
585 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
586 …output vec3 out0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | v…
608 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
[all …]
/external/deqp/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);
[all …]
Dswizzles.test107 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
275 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
443 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
514 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
538 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
562 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
586 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
610 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
611 …output vec3 out0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | v…
634 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
[all …]
/external/deqp/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);
[all …]
/external/deqp/external/openglcts/data/gles3/
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);
[all …]
/external/deqp-deps/glslang/Test/
Dweb.builtins.frag6 layout(location = 6) in vec3 c3D;
21 vec3 c;
27 layout(location = 0) out vec3 sc;
49 p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
50 vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
51 c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
52 c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
57 mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
/external/angle/third_party/vulkan-deps/glslang/src/Test/
Dweb.builtins.frag6 layout(location = 6) in vec3 c3D;
21 vec3 c;
27 layout(location = 0) out vec3 sc;
49 p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
50 vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
51 c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
52 c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
57 mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
/external/deqp-deps/amber/tests/cases/
Dcompute_ssbo_with_tolerance.vkscript45 ssbo 0:0 subdata vec3 0 1.0 2.0 3.0
46 ssbo 1:2 subdata vec3 0 4.0 5.0 6.0
47 ssbo 2:1 subdata vec3 0 21.0 22.0 23.0
48 ssbo 2:3 subdata vec3 0 0.7 0.8 0.9
51 probe ssbo vec3 0:0 0 ~= 2.0 3.0 4.0
52 probe ssbo vec3 1:2 0 ~= 17.0 17.0 17.0
53 probe ssbo vec3 2:1 0 ~= 28.0 30.0 32.0
54 probe ssbo vec3 2:3 0 ~= 21.0 24.0 27.0
57 probe ssbo vec3 0:0 0 ~= 2.99 3.99 4.99
58 probe ssbo vec3 1:2 0 ~= 17.99 17.99 17.99
[all …]
/external/eigen/unsupported/test/
Dcxx11_tensor_fixed_size.cpp75 TensorFixedSize<float, Sizes<6> > vec3 = vec1.sqrt(); in test_1d() local
78 VERIFY_IS_EQUAL((vec3.size()), 6); in test_1d()
79 VERIFY_IS_EQUAL(vec3.rank(), 1); in test_1d()
83 VERIFY_IS_APPROX(vec3(0), sqrtf(4.0)); in test_1d()
84 VERIFY_IS_APPROX(vec3(1), sqrtf(8.0)); in test_1d()
85 VERIFY_IS_APPROX(vec3(2), sqrtf(15.0)); in test_1d()
86 VERIFY_IS_APPROX(vec3(3), sqrtf(16.0)); in test_1d()
87 VERIFY_IS_APPROX(vec3(4), sqrtf(23.0)); in test_1d()
88 VERIFY_IS_APPROX(vec3(5), sqrtf(42.0)); in test_1d()
97 vec3 = vec1 + vec2; in test_1d()
[all …]
/external/deqp/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);
[all …]
Dimplicit_conversions.test82 …output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5…
93 out0 = in0 + vec3(1.0, 2.0, 3.0);
236 …output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9…
247 out0 = in0 + vec3(1.0, 2.0, 3.0);
368 output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ];
379 out0 = in0 + vec3(1.0, 2.0, 3.0);
390 output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ];
401 out0 = in0 + vec3(1.0, 2.0, 3.0);
526 …output vec3 out0 = [ vec3(1.0, 0.0, -1.0) | vec3(0.0, -1.0, -2.0) | vec3(0.0, -1.0, -2.0) | vec3(2…
537 out0 = in0 - vec3(1.0, 2.0, 3.0);
[all …]
/external/deqp/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);
[all …]
Dimplicit_conversions.test82 …output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5…
93 out0 = in0 + vec3(1.0, 2.0, 3.0);
236 …output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9…
247 out0 = in0 + vec3(1.0, 2.0, 3.0);
368 output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ];
379 out0 = in0 + vec3(1.0, 2.0, 3.0);
390 output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ];
401 out0 = in0 + vec3(1.0, 2.0, 3.0);
526 …output vec3 out0 = [ vec3(1.0, 0.0, -1.0) | vec3(0.0, -1.0, -2.0) | vec3(0.0, -1.0, -2.0) | vec3(2…
537 out0 = in0 - vec3(1.0, 2.0, 3.0);
[all …]
/external/skia/tests/sksl/blend/
DBlendHue.glsl5 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
19 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
21 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
23 return vec3(0.0);
26 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
46 vec3 _1_sda = src.xyz * dst.w;
47 vec3 _2_dsa = dst.xyz * src.w;
DBlendSaturation.glsl5 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
19 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
21 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
23 return vec3(0.0);
26 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
46 vec3 _1_sda = src.xyz * dst.w;
47 vec3 _2_dsa = dst.xyz * src.w;
DBlendHueStandaloneSettings.glsl5 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
19 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
21 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
23 return vec3(0.0);
26 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
46 vec3 _1_sda = src.xyz * dst.w;
47 vec3 _2_dsa = dst.xyz * src.w;
DBlendSaturationStandaloneSettings.glsl5 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
7vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
19 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
21 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
23 return vec3(0.0);
26 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
46 vec3 _1_sda = src.xyz * dst.w;
47 vec3 _2_dsa = dst.xyz * src.w;
/external/deqp/data/gles2/shaders/
Dswizzles.test94 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
241 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
388 …output vec3 out0 = [ vec3(0.5, 0.0, 0.5) | vec3(1.25, 1.0, 1.25) | vec3(-2.25, -0.5, -2.25) | vec3
450 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
471 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
492 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
513 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
534 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
535 …output vec3 out0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | v…
555 …input vec3 in0 = [ vec3(0.0, 0.5, 0.75) | vec3(1.0, 1.25, 1.125) | vec3(-0.5, -2.25, -4.875) | vec…
[all …]
/external/deqp/external/vulkancts/data/vulkan/glsl/440/
Dlinkage.test89 group vec3 "vec3"
92 desc "Read vertex input (vec3) as float float float."
93 output_color vec3
96 …input vec3 in0 = [ vec3(6.0, 8.0, 7.0) | vec3(14.0, 10.0, 15.0) | vec3(9.0, 5.0, 4.0) | vec3(7.0,…
97 …output vec3 out0 = [ vec3(12.0, 16.0, 14.0) | vec3(28.0, 20.0, 30.0) | vec3(18.0, 10.0, 8.0) | vec…
107 layout(location = 0) out vec3 var0;
111 vec3 in0 = vec3(in0_0, in0_1, in0_2);
120 layout(location = 0) in vec3 var0;
121 layout(location = 0) out vec3 dEQP_FragColor;
125 vec3 out0 = var0;
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/external/skia/tests/sksl/inliner/
DInlinerCanBeDisabledStandaloneSettings.glsl4 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
5 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
6vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
18 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
20 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
22 return vec3(0.0);
25 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
45 vec3 sda = src.xyz * dst.w;
46 vec3 dsa = dst.xyz * src.w;
DInlinerCanBeDisabled.glsl10 vec3 _blend_set_color_luminance_h3h3hh3(vec3 hueSatColor, float alpha, vec3 lumColor) {
11 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
12vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa…
24 vec3 _blend_set_color_saturation_helper_h3h3h(vec3 minMidMax, float sat) {
26 return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
28 return vec3(0.0);
31 vec3 _blend_set_color_saturation_h3h3h3(vec3 hueLumColor, vec3 satColor) {
51 vec3 sda = src.xyz * dst.w;
52 vec3 dsa = dst.xyz * src.w;
/external/flatbuffers/tests/MyGame/Example/
DVec3.py67 vec3 = Vec3()
68 vec3.Init(buf, pos)
69 return cls.InitFromObj(vec3)
72 def InitFromObj(cls, vec3): argument
74 x._UnPack(vec3)
78 def _UnPack(self, vec3): argument
79 if vec3 is None:
81 self.x = vec3.X()
82 self.y = vec3.Y()
83 self.z = vec3.Z()
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/external/angle/src/compiler/translator/
Dbuiltin_function_declarations.txt260 vec3 cross(vec3, vec3);
300 mat3 outerProduct(vec3, vec3);
302 mat2x3 outerProduct(vec3, vec2);
303 mat3x2 outerProduct(vec2, vec3);
306 mat3x4 outerProduct(vec4, vec3);
307 mat4x3 outerProduct(vec3, vec4);
394 vec4 texture2DProj(sampler2D, vec3);
396 vec4 textureCube(samplerCube, vec3);
401 vec4 texture3D(sampler3D, vec3);
403 vec4 shadow1D(sampler1DShadow, vec3);
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