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/external/mesa3d/src/glsl/builtins/profiles/
D110.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D120.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D100.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D130.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
53 vec4 sinh(vec4 x);
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D130.frag4 vec4 texture( sampler1D sampler, float P, float bias);
8 vec4 texture( sampler2D sampler, vec2 P, float bias);
12 vec4 texture( sampler3D sampler, vec3 P, float bias);
16 vec4 texture( samplerCube sampler, vec3 P, float bias);
22 float texture(samplerCubeShadow sampler, vec4 P, float bias);
24 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
28 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
35 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
38 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
39 ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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D140.frag3 vec4 texture( sampler1D sampler, float P, float bias);
7 vec4 texture( sampler2D sampler, vec2 P, float bias);
11 vec4 texture( sampler3D sampler, vec3 P, float bias);
15 vec4 texture( samplerCube sampler, vec3 P, float bias);
21 float texture(samplerCubeShadow sampler, vec4 P, float bias);
23 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
27 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
34 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
37 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
38 ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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D140.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
53 vec4 sinh(vec4 x);
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D120.frag5 vec4 texture1D (sampler1D sampler, float coord, float bias);
6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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D110.frag6 vec4 texture1D (sampler1D sampler, float coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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DARB_shader_texture_lod.glsl2 vec4 texture1DGradARB (sampler1D sampler,
4 vec4 texture1DProjGradARB (sampler1D sampler,
6 vec4 texture1DProjGradARB (sampler1D sampler,
7 vec4 P, float dPdx, float dPdy);
9 vec4 texture2DGradARB (sampler2D sampler,
11 vec4 texture2DProjGradARB (sampler2D sampler,
13 vec4 texture2DProjGradARB (sampler2D sampler,
14 vec4 P, vec2 dPdx, vec2 dPdy);
16 vec4 texture3DGradARB (sampler3D sampler,
18 vec4 texture3DProjGradARB (sampler3D sampler,
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D120.vert3 vec4 ftransform();
5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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D110.vert3 vec4 ftransform();
9 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
D110.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D120.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D100.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
56 vec4 pow(vec4 x, vec4 y);
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D130.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
53 vec4 sinh(vec4 x);
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D140.frag3 vec4 texture( sampler1D sampler, float P, float bias);
7 vec4 texture( sampler2D sampler, vec2 P, float bias);
11 vec4 texture( sampler3D sampler, vec3 P, float bias);
15 vec4 texture( samplerCube sampler, vec3 P, float bias);
21 float texture(samplerCubeShadow sampler, vec4 P, float bias);
23 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
27 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
34 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
37 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
38 ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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D130.frag4 vec4 texture( sampler1D sampler, float P, float bias);
8 vec4 texture( sampler2D sampler, vec2 P, float bias);
12 vec4 texture( sampler3D sampler, vec3 P, float bias);
16 vec4 texture( samplerCube sampler, vec3 P, float bias);
22 float texture(samplerCubeShadow sampler, vec4 P, float bias);
24 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
28 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
35 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
38 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
39 ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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D140.glsl8 vec4 radians(vec4 degrees);
13 vec4 degrees(vec4 radians);
18 vec4 sin(vec4 angle);
23 vec4 cos(vec4 angle);
28 vec4 tan(vec4 angle);
33 vec4 asin(vec4 angle);
38 vec4 acos(vec4 angle);
43 vec4 atan(vec4 y, vec4 x);
48 vec4 atan(vec4 y_over_x);
53 vec4 sinh(vec4 x);
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D120.frag5 vec4 texture1D (sampler1D sampler, float coord, float bias);
6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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D110.frag6 vec4 texture1D (sampler1D sampler, float coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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DARB_shader_texture_lod.glsl2 vec4 texture1DGradARB (sampler1D sampler,
4 vec4 texture1DProjGradARB (sampler1D sampler,
6 vec4 texture1DProjGradARB (sampler1D sampler,
7 vec4 P, float dPdx, float dPdy);
9 vec4 texture2DGradARB (sampler2D sampler,
11 vec4 texture2DProjGradARB (sampler2D sampler,
13 vec4 texture2DProjGradARB (sampler2D sampler,
14 vec4 P, vec2 dPdx, vec2 dPdy);
16 vec4 texture3DGradARB (sampler3D sampler,
18 vec4 texture3DProjGradARB (sampler3D sampler,
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D120.vert3 vec4 ftransform();
5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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D110.vert3 vec4 ftransform();
9 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/spec/gl-matrix/
Dvec4-spec.js29 beforeEach(function() { result = vec4.create(); });
34 beforeEach(function() { result = vec4.clone(vecA); });
39 beforeEach(function() { result = vec4.fromValues(1, 2, 3, 4); });
44 beforeEach(function() { result = vec4.copy(out, vecA); });
50 beforeEach(function() { result = vec4.set(out, 1, 2, 3, 4); });
57 beforeEach(function() { result = vec4.add(out, vecA, vecB); });
66 beforeEach(function() { result = vec4.add(vecA, vecA, vecB); });
74 beforeEach(function() { result = vec4.add(vecB, vecA, vecB); });
83 … it("should have an alias called 'sub'", function() { expect(vec4.sub).toEqual(vec4.subtract); });
86 beforeEach(function() { result = vec4.subtract(out, vecA, vecB); });
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