/external/mesa3d/src/glsl/builtins/profiles/ |
D | 110.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 100.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 120.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 55 vec3 pow(vec3 x, vec3 y); [all …]
|
D | 130.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
|
D | 140.glsl | 7 vec3 radians(vec3 degrees); 12 vec3 degrees(vec3 radians); 17 vec3 sin(vec3 angle); 22 vec3 cos(vec3 angle); 27 vec3 tan(vec3 angle); 32 vec3 asin(vec3 angle); 37 vec3 acos(vec3 angle); 42 vec3 atan(vec3 y, vec3 x); 47 vec3 atan(vec3 y_over_x); 52 vec3 sinh(vec3 x); [all …]
|
D | 140.frag | 11 vec4 texture( sampler3D sampler, vec3 P, float bias); 12 ivec4 texture(isampler3D sampler, vec3 P, float bias); 13 uvec4 texture(usampler3D sampler, vec3 P, float bias); 15 vec4 texture( samplerCube sampler, vec3 P, float bias); 16 ivec4 texture(isamplerCube sampler, vec3 P, float bias); 17 uvec4 texture(usamplerCube sampler, vec3 P, float bias); 19 float texture(sampler1DShadow sampler, vec3 P, float bias); 20 float texture(sampler2DShadow sampler, vec3 P, float bias); 27 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 28 ivec4 texture(isampler2DArray sampler, vec3 P, float bias); [all …]
|
D | 130.frag | 12 vec4 texture( sampler3D sampler, vec3 P, float bias); 13 ivec4 texture(isampler3D sampler, vec3 P, float bias); 14 uvec4 texture(usampler3D sampler, vec3 P, float bias); 16 vec4 texture( samplerCube sampler, vec3 P, float bias); 17 ivec4 texture(isamplerCube sampler, vec3 P, float bias); 18 uvec4 texture(usamplerCube sampler, vec3 P, float bias); 20 float texture(sampler1DShadow sampler, vec3 P, float bias); 21 float texture(sampler2DShadow sampler, vec3 P, float bias); 28 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 29 ivec4 texture(isampler2DArray sampler, vec3 P, float bias); [all …]
|
D | ARB_shader_texture_lod.glsl | 12 vec3 P, vec2 dPdx, vec2 dPdy); 17 vec3 P, vec3 dPdx, vec3 dPdy); 19 vec4 P, vec3 dPdx, vec3 dPdy); 22 vec3 P, vec3 dPdx, vec3 dPdy); 25 vec3 P, float dPdx, float dPdy); 30 vec3 P, vec2 dPdx, vec2 dPdy); 38 vec3 P, vec2 dPdx, vec2 dPdy); 43 vec3 P, vec2 dPdx, vec2 dPdy);
|
D | 120.frag | 10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); 19 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias); 28 vec3 dFdx(vec3 p); 33 vec3 dFdy(vec3 p); 38 vec3 fwidth(vec3 p);
|
D | 110.frag | 11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); 20 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias); 29 vec3 dFdx(vec3 p); 34 vec3 dFdy(vec3 p); 39 vec3 fwidth(vec3 p);
|
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/ |
D | vec3-spec.js | 24 var vec3 = require("../../src/gl-matrix/vec3.js"); 32 …beforeEach(function(){ vecA = [0, 1, 0]; vecB = [0, 0, 0]; result = vec3.rotateX(out, vecA, vecB, … 36 …beforeEach(function(){ vecA = [2, 7, 0]; vecB = [2, 5, 0]; result = vec3.rotateX(out, vecA, vecB, … 43 …beforeEach(function(){ vecA = [1, 0, 0]; vecB = [0, 0, 0]; result = vec3.rotateY(out, vecA, vecB, … 47 …beforeEach(function(){ vecA = [-2, 3, 10]; vecB = [-4, 3, 10]; result = vec3.rotateY(out, vecA, ve… 54 …beforeEach(function(){ vecA = [0, 1, 0]; vecB = [0, 0, 0]; result = vec3.rotateZ(out, vecA, vecB, … 58 …beforeEach(function(){ vecA = [0, 6, -5]; vecB = [0, 0, -5]; result = vec3.rotateZ(out, vecA, vecB… 68 beforeEach(function() { result = vec3.transformMat4(out, vecA, matr); }); 80 beforeEach(function() { result = vec3.transformMat4(out, vecA, matr); }); 95 result = vec3.transformMat4([], [10, 20, 30], matr); [all …]
|
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/ |
D | vec3.js | 27 var vec3 = {}; variable 34 vec3.create = function() { 48 vec3.clone = function(a) { 64 vec3.fromValues = function(x, y, z) { 79 vec3.copy = function(out, a) { 95 vec3.set = function(out, x, y, z) { function 110 vec3.add = function(out, a, b) { 125 vec3.subtract = function(out, a, b) { 136 vec3.sub = vec3.subtract; 146 vec3.multiply = function(out, a, b) { [all …]
|
/external/deqp/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]); 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 …]
|
D | swizzles.test | 103 …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/data/gles3/shaders/ |
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 …]
|
D | swizzles.test | 103 …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/mesa3d/src/glsl/builtins/ir/ |
D | smoothstep.ir | 29 (signature vec3 33 (declare (in) vec3 x)) 34 ((declare () vec3 t) 36 (expression vec3 max 37 (expression vec3 min 38 …(expression vec3 / (expression vec3 - (var_ref x) (var_ref edge0)) (expression float - (var_ref ed… 41 …(return (expression vec3 * (var_ref t) (expression vec3 * (var_ref t) (expression vec3 - (constant… 72 (signature vec3 74 (declare (in) vec3 edge0) 75 (declare (in) vec3 edge1) [all …]
|
D | asin.ir | 56 (signature vec3 58 (declare (in) vec3 x)) 59 ((return (expression vec3 * 60 (expression vec3 sign (var_ref x)) 61 (expression vec3 - 63 (expression vec3 * 64 (expression vec3 sqrt 65 (expression vec3 - 67 (expression vec3 abs (var_ref x)))) 68 (expression vec3 + [all …]
|
D | tanh.ir | 22 (signature vec3 24 (declare (in) vec3 x)) 25 ((return (expression vec3 / 26 (expression vec3 - 27 (expression vec3 exp (var_ref x)) 28 (expression vec3 exp (expression vec3 neg (var_ref x)))) 29 (expression vec3 + 30 (expression vec3 exp (var_ref x)) 31 (expression vec3 exp (expression vec3 neg (var_ref x))))))))
|
/external/vulkan-validation-layers/demos/smoke/ |
D | Smoke.vert | 3 layout(location = 0) in vec3 in_pos; 4 layout(location = 1) in vec3 in_normal; 7 vec3 light_pos; 8 vec3 light_color; 13 out vec3 color; 17 vec3 world_light = vec3(params.model * vec4(params.light_pos, 1.0)); 18 vec3 world_pos = vec3(params.model * vec4(in_pos, 1.0)); 19 vec3 world_normal = mat3(params.model) * in_normal; 21 vec3 light_dir = world_light - world_pos;
|
D | Smoke.push_constant.vert | 3 layout(location = 0) in vec3 in_pos; 4 layout(location = 1) in vec3 in_normal; 7 vec3 light_pos; 8 vec3 light_color; 13 out vec3 color; 17 vec3 world_light = vec3(params.model * vec4(params.light_pos, 1.0)); 18 vec3 world_pos = vec3(params.model * vec4(in_pos, 1.0)); 19 vec3 world_normal = mat3(params.model) * in_normal; 21 vec3 light_dir = world_light - world_pos;
|
D | Simulation.cpp | 85 glm::vec3 pick() in pick() 87 return glm::vec3{ red_(rng_), in pick() 110 current_.axis = glm::normalize(glm::vec3(x, y, z)); in Animation() 115 current_.matrix = glm::scale(glm::mat4(1.0f), glm::vec3(current_.scale)); in Animation() 128 virtual glm::vec3 evaluate(float t) = 0; 148 glm::vec3 evaluate(float t) in evaluate() 163 segment_direction_ = glm::vec3(direction_(rng_), in new_segment() 179 glm::vec3 segment_start_; 180 glm::vec3 segment_direction_; 184 glm::vec3 unit_dir_; [all …]
|
/external/deqp/data/gles31/shaders/ |
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 …]
|
D | implicit_conversions.test | 82 …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/gles2/shaders/ |
D | swizzles.test | 94 …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 …]
|