Lines Matching defs:vec4

40 typedef tcu::Vec4  vec4;
177 inline bool ColorEqual(const vec3& c0, const vec3& c1, const vec4& epsilon)
384 vec4 g_color_eps = vec4(
415 vec4 g_color_eps = vec4(
656 NL "layout(std430, binding = 1) buffer InputBuffer {" NL " vec4 position[3];" NL "} g_input_buffer;" NL
659 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL
660 " o_color = vec4(0.0, 1.0, 0.0, 1.0);" NL "}";
1080 NL "layout(std430) buffer Buffer {" NL " vec4 position[3];" NL "} g_input_buffer;" NL "void main() {" NL
1082 NL "coherent buffer Buffer {" NL " buffer vec4 position0;" NL " coherent vec4 position1;" NL
1083 " restrict readonly vec4 position2;" NL "} g_input_buffer;" NL "void main() {" NL
1087 NL "layout(std140, binding = 0) readonly buffer Buffer {" NL " readonly vec4 position[];" NL "};" NL
1091 " restrict coherent vec4 position[];" NL "} g_buffer;" NL "void main() {" NL
1093 NL "buffer Buffer {" NL " vec4 position[3];" NL "} g_buffer[1];" NL "void main() {" NL
1095 NL "layout(shared) coherent buffer Buffer {" NL " restrict volatile vec4 position0;" NL
1096 " buffer readonly vec4 position1;" NL " vec4 position2;" NL "} g_buffer[1];" NL "void main() {" NL
1100 NL "layout(packed) coherent buffer Buffer {" NL " vec4 position01[];" NL " vec4 position2;" NL
1104 NL "layout(std430) coherent buffer Buffer {" NL " coherent vec4 position01[];" NL " vec4 position2[];" NL
1110 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL
1111 " o_color = vec4(0.0, 1.0, 0.0, 1.0);" NL "}";
1181 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "layout(std430) buffer Buffer {" NL
1182 " vec4 position[3];" NL "} g_input_buffer;" NL "void main() {" NL
1184 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "coherent buffer Buffer {" NL
1185 " vec4 position0;" NL " coherent vec4 position1;" NL " restrict readonly vec4 position2;" NL
1190 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL
1191 "layout(std140, binding = 0) readonly buffer Buffer {" NL " readonly vec4 position[];" NL "};" NL
1193 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL
1196 " restrict coherent vec4 position[];" NL "} g_buffer;" NL "void main() {" NL
1198 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "buffer Buffer {" NL " vec4 position[3];" NL
1200 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "layout(shared) coherent buffer Buffer {" NL
1201 " restrict volatile vec4 position0;" NL " readonly vec4 position1;" NL " vec4 position2;" NL
1205 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "layout(packed) coherent buffer Buffer {" NL
1206 " vec4 position01[];" NL " vec4 position2;" NL "} g_buffer;" NL "void main() {" NL
1210 NL "out gl_PerVertex {" NL " vec4 gl_Position;" NL "};" NL "layout(std430) coherent buffer Buffer {" NL
1211 " coherent vec4 position01[];" NL " vec4 position2[];" NL "} g_buffer;" NL "void main() {" NL
1216 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL
1217 " o_color = vec4(0.0, 1.0, 0.0, 1.0);" NL "}";
2225 NL "layout(location = 0) in vec4 g_in_position;" NL
2277 NL "layout(location = 0) out vec4 g_fs_out;" NL "layout(std430, binding = 4) coherent buffer FSuint {" NL
2281 " g_fs_out = vec4(0, 1, 0, 1);" NL NL
2511 const char* const glsl_vs = NL "layout(location = 0) in vec4 g_in_position;" NL "void main() {" NL
2568 NL "layout(location = 0) out vec4 g_fs_out;" NL "void main() {" NL " g_fs_out = vec4(0, 1, 0, 1);" NL "}";
2682 NL "layout(location = 0) in vec4 g_in_position;" NL "layout(std430, binding = 0) buffer Buffer {" NL
2697 "layout(location = 0) out vec4 g_fs_out;" NL "layout(std430, binding = 0) buffer Buffer {" NL
2699 " g_fs_out = vec4(0, 1, 0, 1);" NL " atomicAdd(g_fs_buffer.u[0].x, g_fs_buffer.u[gl_PrimitiveID][1]);" NL
2882 NL "layout(location = 0) in vec4 g_in_position;" NL "layout(std430, binding = 0) buffer Counters {" NL
2891 NL "layout(location = 0) out vec4 g_fs_out;" NL "layout(std430, binding = 0) buffer Counters {" NL
2894 "} g_output;" NL "void main() {" NL " g_fs_out = vec4(0, 1, 0, 1);" NL
4033 " ivec4 data3;" NL " vec4 data4;" NL " mat4 data5;" NL "} g_input;" NL
4035 " uvec4 data2;" NL " ivec4 data3;" NL " vec4 data4;" NL " mat4 data5;" NL "} g_output;" NL
4042 " g_output.data5[g_index1 - 1].wyzx = vec4(1, 2, 3, 4);" NL
4133 "layout(std430, binding = 1) buffer Output {" NL " mat4 data0;" NL " vec4 data1;" NL "} g_output;" NL
4520 "layout(std140, binding = 0) uniform InputUBO {" NL " vec4 a;" NL " vec4 b;" NL " float c;" NL
4522 " vec4 a;" NL " vec4 b;" NL " float c;" NL " float d[4];" NL " TT e[3];" NL "} g_input_ssbo;" NL
4523 "layout(std140, binding = 1) buffer OutputUBO {" NL " vec4 a;" NL " vec4 b;" NL " float c;" NL
4525 " vec4 a;" NL " vec4 b;" NL " float c;" NL " float d[4];" NL " TT e[3];" NL "} g_output_ssbo;" NL
5221 " gl_Position = vec4(x);\n"
5224 "out vec4 color;\n"
5226 " color = vec4(b.x);\n"
5238 " gl_Position = vec4(x);\n"
5241 "out vec4 color;\n"
5243 " color = vec4(x);\n"
5255 " gl_Position = vec4(a.x);\n"
5258 "out vec4 color;\n"
5260 " color = vec4(b.x);\n"
5312 " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5316 NL "in StageData {" NL " vec3 color;" NL "} g_fs_in;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5317 "void main() {" NL " g_fs_out = vec4(g_fs_in.color, 1);" NL "}";
5564 " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5585 NL "in StageData {" NL " vec3 color;" NL "} g_fs_in;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5586 "void main() {" NL " g_fs_out = vec4(g_fs_in.color, 1);" NL "}";
5815 " gl_Position = vec4(pos, 0, 1);" NL " g_vs_out.position = pos;" NL
5820 "layout(location = 0) out vec4 g_fs_out;" NL "struct FragmentData {" NL " vec2 position;" NL
5828 " g_fs_out = vec4(g_fs_in.color, 1);" NL "}";
5836 NL "layout(location = 0) in vec4 g_in_position;" NL "layout(location = 1) in vec4 g_in_color;" NL
5838 " gl_Position = vec4(g_in_position.xy, 0, 1);" NL " g_vs_out.color = g_in_color.rgb;" NL "}";
5841 NL "in StageData {" NL " vec3 color;" NL "} g_fs_in;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5842 "void main() {" NL " g_fs_out = vec4(g_fs_in.color, 1);" NL "}";
5957 const char* const glsl_vs = NL "layout(location = 0) in vec4 g_in_position;" NL "void main() {" NL
5962 "layout(std430, binding = 1) buffer OutputBuffer {" NL " vec4 g_output_buffer[];" NL "};" NL
5968 NL "layout(location = 0) out vec4 g_fs_out;" NL "void main() {" NL " g_fs_out = vec4(0, 1, 0, 1);" NL "}";
6069 const char* const glsl_vs = NL "layout(location = 0) in vec4 g_in_position;" NL "void main() {" NL
6073 NL "layout(quads) in;" NL "struct VertexData {" NL " int valid;" NL " vec4 position;" NL "};" NL
6077 " vec4 p0 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);" NL
6078 " vec4 p1 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);" NL
6079 " vec4 p = mix(p0, p1, gl_TessCoord.y);" NL " g_vertex_buffer[idx].position = p;" NL
6083 NL "layout(location = 0) out vec4 g_fs_out;" NL "void main() {" NL " g_fs_out = vec4(0, 1, 0, 1);" NL "}";
6109 vec4 position;
6138 vec4 p = data[i].position;
6197 " gl_Position = vec4(g_in_position + t, 0, 1);" NL " g_vs_out.color = m.color;" NL "}";
6200 NL "in StageData {" NL " vec3 color;" NL "} g_fs_in;" NL "layout(location = 0) out vec4 g_fs_out;" NL
6201 "void main() {" NL " g_fs_out = vec4(g_fs_in.color, 1);" NL "}";
6522 " gl_Position = vec4(g_in_position + g_transform[g_transform_id].translation, 0, 1);" NL "}";
6525 NL "layout(location = 0) out vec4 g_fs_out;" NL "layout(binding = 4, std430) buffer Material {" NL
6527 " g_fs_out = vec4(g_material[g_material_id].color, 1);" NL "}";
6789 const char* const glsl_vs = NL "layout(location = 0) in vec4 g_in_position;" NL "coherent buffer Buffer {" NL
6790 " vec4 in_color;" NL " vec4 out_color;" NL "} g_buffer;" NL "void main() {" NL
6795 NL "layout(location = 0) out vec4 g_fs_out;" NL "coherent buffer Buffer {" NL " vec4 in_color;" NL
6796 " vec4 out_color;" NL "} g_buffer;" NL "void main() {" NL " g_fs_out = g_buffer.out_color;" NL "}";
7003 NL "layout(location = 0) in vec4 g_position;" NL "layout(location = 1) in int g_object_id;" NL
7010 "in StageData {" NL " flat int object_id;" NL "} g_fs_in;" NL "layout(location = 0) out vec4 g_fs_out;" NL
7014 " Material m = g_material[mid];" NL " g_fs_out = vec4(m.color, 1);" NL "}";
7032 vec4 data[] = { vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 0), vec4(1, 1, 0, 1) };
7140 "void main() {" NL " Modify(gl_VertexID);" NL " gl_Position = vec4(0, 0, 0, 1);" NL "}";
7935 os << NL "void main() {" NL " gl_Position = vec4(0,0,0,1);";
7948 std::string e[4][7] = { { "bvec3", "vec4", "ivec3", "ivec3", "uvec2", "vec2", "uvec4" },
7955 " ivec3 iv;" NL " bvec2 bv;" NL " vec4 v;" NL " uvec2 uv;" NL "};" NL "struct S2 {" NL
7958 " ivec3 iv[5];" NL " bvec2 bv[6];" NL " vec4 v[7];" NL " uvec2 uv[8];" NL "};" NL "struct S5 {" NL
7997 os << decl << NL "void main() {" NL " gl_Position = vec4(0,0,0,1);" << expr;
8514 NL "layout(location = 0) in vec4 g_position;" NL "out StageData {" NL " flat int instance_id;" NL
8519 " gl_Position = vec4(transpose(g_transform[gl_InstanceID]) * g_position, 1);" NL
8527 "layout(location = 0) out vec4 g_ocolor;" NL "layout(binding = 0, std430) coherent buffer Buffer0 {" NL
8530 " if (g_data0[g_index1][g_index1] != 1.0) g_ocolor = vec4(0);" NL
8531 " else if (g_data0[g_index1][g_index2] != 3.0) g_ocolor = vec4(0);" NL
8532 " else g_ocolor = vec4(g_color[fs_in.instance_id], 1);" NL "}";
8909 NL "buffer b {" NL " vec4 x[10];" NL "};" NL "void main() {" NL " vec4 y = vec4(x);" NL "}"))