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Searched refs:vec4 (Results 1 – 25 of 451) sorted by relevance

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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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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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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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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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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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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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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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DARB_shader_texture_lod.frag5 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);
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
Dsimple_water.frag13 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;
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Dsimple_water.vert16 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;
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/external/deqp/data/gles3/shaders/
Duniform_block.test18 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;
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Dinvalid_texture_functions.test18 ${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)));
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/external/deqp/data/gles31/shaders/
Duniform_block.test18 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;
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/
Dvec4-spec.js23 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); });
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/
Dvec4.js27 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) {
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
DGBuf.vert4 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);
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DLighting.vert9 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;
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/external/clang/test/Sema/
Dext_vector_components.c13 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()
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/external/libvpx/libvpx/vpx_dsp/mips/
Dfwd_dct32x32_msa.c61 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()
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrainLighting.vert6 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;
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