Lines Matching refs:green

193 			errorMask.setPixel(x, y, tcu::RGBA::green());
339 errorMask.setPixel(x, y, tcu::RGBA::green());
512 * value 1.0 is put to z and w. The resulting fragment's green channel
749 " highp float green = 1.0 - abs((a1.y + a2.y + a3.y + a4.y + a5.y) - 6.0);\n"
750 " v_out = vec4(a1.x*a3.x + a2.x*a4.x, green, a5.x, 1.0);\n"
775 " highp float green = 1.0 - abs((a1.y + a2.y + a3.y + a4.y + a5.y + a6.y) - 6.0);\n"
776 " fragColor = vec4(a1.x*a3.x + a2.x*a4.x, green, a5.x+a6.x, 1.0);\n"
786 * z and w. The resulting fragment's green channel should be 1.0
942 " highp float green = 1.0 - abs((a1.y + a2.y + a3.y + a4.y + a5.y) - 6.0);\n"
943 " v_out = vec4(a1.x*a3.x + a2.x*a4.x, green, a5.x, 1.0);\n"
975 " highp float green = 1.0 - abs((a1.y + a2.y + a3.y + a4.y + a5.y + a6.y + a7.y) - 7.0);\n"
976 " fragColor = vec4(a1.x*a3.x, green, a5.x*a4.x + a2.x*a7.x, 1.0);\n"
1090 // set green channel to 1.0
1328 * texture). Every texel's green component is 1.0.
1407 // RGBA8, green and alpha channel are always 255 for verification
1482 // Draw a grid and texture it with a texture and sample it using special special values. The result samples should all have the green channel at 255 as per the test image.
1650 * floats are outputted in the green component, normal floating point values
1757 const tcu::RGBA okPixelColor = tcu::RGBA::green();
1760 m_testCtx.getLog() << tcu::TestLog::Message << "Checking passes have identical red and blue channels and the green channel is correct in the constant pass." << tcu::TestLog::EndMessage;
1784 << tcu::TestLog::Image("Image with special green channel", "Image with special green channel", specialImage)
1785 << tcu::TestLog::Image("Image with constant green channel", "Image with constant green channel", normalImage)
1984 const tcu::RGBA okPixelColor = tcu::RGBA::green();