/external/mesa3d/src/glsl/builtins/profiles/ |
D | 110.glsl | 8 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); [all …]
|
D | 120.glsl | 8 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); [all …]
|
D | 100.glsl | 8 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); [all …]
|
D | 130.glsl | 8 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); [all …]
|
D | 140.glsl | 8 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); [all …]
|
D | 140.frag | 3 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); [all …]
|
D | 130.frag | 4 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); [all …]
|
D | 120.frag | 5 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); [all …]
|
D | ARB_shader_texture_lod.glsl | 2 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, [all …]
|
D | 110.frag | 6 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); [all …]
|
D | 120.vert | 3 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); [all …]
|
D | 110.vert | 3 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); [all …]
|
D | ARB_shader_texture_lod.frag | 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); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); [all …]
|
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/ |
D | simple_water.frag | 13 uniform vec4 m_waterColor; 15 uniform vec4 m_distortionScale; 16 uniform vec4 m_distortionMix; 17 uniform vec4 m_texScale; 23 varying vec4 lightDir; //lightpos 24 varying vec4 waterTex1; //moving texcoords 25 varying vec4 waterTex2; //moving texcoords 26 varying vec4 position; //for projection 27 varying vec4 viewDir; //viewts 28 varying vec4 viewLightDir; [all …]
|
D | simple_water.vert | 16 attribute vec4 inPosition; 21 varying vec4 lightDir; 22 varying vec4 waterTex1; 23 varying vec4 waterTex2; 24 varying vec4 position; 25 varying vec4 viewDir; 26 varying vec4 viewpos; 27 varying vec4 viewLightDir; 28 varying vec4 viewCamDir; 44 vec4 temp; [all …]
|
/external/deqp/data/gles3/shaders/ |
D | uniform_block.test | 18 uniform vec4 uniformMember; 31 layout(location=0) out vec4 o_color; 35 o_color = vec4(1.0); 47 in vec4 a_pos; 59 layout(location=0) out vec4 o_color; 63 uniform vec4 uniformMember; 84 vec4 uniformMember; 97 layout(location=0) out vec4 o_color; 101 o_color = vec4(1.0); 113 in vec4 a_pos; [all …]
|
D | invalid_texture_functions.test | 18 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0))); 37 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0), float(0))); 56 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 75 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 94 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 113 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 132 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 151 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 170 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 189 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); [all …]
|
/external/deqp/data/gles31/shaders/ |
D | uniform_block.test | 18 uniform vec4 uniformMember; 31 layout(location=0) out vec4 o_color; 35 o_color = vec4(1.0); 47 in vec4 a_pos; 59 layout(location=0) out vec4 o_color; 63 uniform vec4 uniformMember; 84 vec4 uniformMember; 97 layout(location=0) out vec4 o_color; 101 o_color = vec4(1.0); 113 in vec4 a_pos; [all …]
|
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/ |
D | vec4-spec.js | 23 var vec4 = require("../../src/gl-matrix/vec4.js"); 30 beforeEach(function() { result = vec4.create(); }); 35 beforeEach(function() { result = vec4.clone(vecA); }); 40 beforeEach(function() { result = vec4.fromValues(1, 2, 3, 4); }); 45 beforeEach(function() { result = vec4.copy(out, vecA); }); 51 beforeEach(function() { result = vec4.set(out, 1, 2, 3, 4); }); 58 beforeEach(function() { result = vec4.add(out, vecA, vecB); }); 67 beforeEach(function() { result = vec4.add(vecA, vecA, vecB); }); 75 beforeEach(function() { result = vec4.add(vecB, vecA, vecB); }); 84 … it("should have an alias called 'sub'", function() { expect(vec4.sub).toEqual(vec4.subtract); }); [all …]
|
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/ |
D | vec4.js | 27 var vec4 = {}; variable 34 vec4.create = function() { 49 vec4.clone = function(a) { 67 vec4.fromValues = function(x, y, z, w) { 83 vec4.copy = function(out, a) { 101 vec4.set = function(out, x, y, z, w) { function 117 vec4.add = function(out, a, b) { 133 vec4.subtract = function(out, a, b) { 145 vec4.sub = vec4.subtract; 155 vec4.multiply = function(out, a, b) { [all …]
|
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | GBuf.vert | 4 uniform vec4 m_Ambient; 5 uniform vec4 m_Diffuse; 6 uniform vec4 m_Specular; 11 varying vec4 AmbientSum; 12 varying vec4 DiffuseSum; 13 varying vec4 SpecularSum; 25 attribute vec4 inColor; 32 vec4 pos = vec4(inPosition, 1.0); 37 vec4 wvNormal, wvTangent, wvBinormal; 39 wvNormal = vec4(inNormal, 0.0); [all …]
|
D | Lighting.vert | 9 uniform vec4 m_Ambient; 10 uniform vec4 m_Diffuse; 11 uniform vec4 m_Specular; 14 uniform vec4 g_LightColor; 15 uniform vec4 g_LightPosition; 16 uniform vec4 g_AmbientLightColor; 25 varying vec4 DiffuseSum; 33 //varying vec4 spotVec; 36 attribute vec4 inColor; 40 attribute vec4 inTangent; [all …]
|
/external/clang/test/Sema/ |
D | ext_vector_components.c | 13 float4 vec4, vec4_2, *vec4p; in test() local 19 vec4.xyzw; // expected-warning {{expression result unused}} in test() 20 vec4.xyzc; // expected-error {{illegal vector component name 'c'}} in test() 21 vec4.s01z; // expected-error {{illegal vector component name 'z'}} in test() 22 vec2 = vec4.s01; // legal, shorten in test() 23 vec2 = vec4.S01; // legal, shorten in test() 25 vec3 = vec4.xyz; // legal, shorten in test() 27 f = vec4.xy.x; // legal, shorten in test() 29 …vec4_2.xyzx = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() 30 …vec4_2.xyzz = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() [all …]
|
/external/libvpx/libvpx/vpx_dsp/mips/ |
D | fwd_dct32x32_msa.c | 61 v8i16 vec0, vec1, vec2, vec3, vec4, vec5, vec6, vec7; in fdct8x32_1d_column_even_store() local 72 vec4, vec5, vec6, vec7, in8, in9, in10, in11); in fdct8x32_1d_column_even_store() 75 ADD4(vec0, vec7, vec1, vec6, vec2, vec5, vec3, vec4, in0, in1, in2, in3); in fdct8x32_1d_column_even_store() 87 SUB4(vec0, vec7, vec1, vec6, vec2, vec5, vec3, vec4, vec7, vec6, vec5, vec4); in fdct8x32_1d_column_even_store() 89 ADD2(vec4, vec5, vec7, vec6, vec0, vec1); in fdct8x32_1d_column_even_store() 95 SUB2(vec4, vec5, vec7, vec6, vec4, vec7); in fdct8x32_1d_column_even_store() 96 DOTP_CONST_PAIR(vec7, vec4, cospi_12_64, cospi_20_64, temp1, temp0); in fdct8x32_1d_column_even_store() 102 DOTP_CONST_PAIR(in12, in11, cospi_16_64, cospi_16_64, vec3, vec4); in fdct8x32_1d_column_even_store() 103 ADD4(in8, vec3, in9, vec2, in14, vec5, in15, vec4, in0, vec1, vec6, in2); in fdct8x32_1d_column_even_store() 119 SUB4(in8, vec3, in15, vec4, in3, in2, in0, in1, in3, in0, vec2, vec5); in fdct8x32_1d_column_even_store() [all …]
|
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
D | TerrainLighting.vert | 6 uniform vec4 g_LightColor; 7 uniform vec4 g_LightPosition; 8 uniform vec4 g_AmbientLightColor; 15 attribute vec4 inTangent; 23 varying vec4 vLightDir; 24 varying vec4 vnLightDir; 28 varying vec4 AmbientSum; 29 varying vec4 DiffuseSum; 30 varying vec4 SpecularSum; 33 varying vec4 wVertex; [all …]
|