• Home
  • History
  • Annotate
  • Raw
  • Download

Lines Matching full:val

126 			uniform float val.a = 1.0;
127 uniform float val.b = 2.0;
134 uniform Struct val;
138 dummy = val.a + val.b;
146 uniform Struct val;
151 out0 = val.b + val.a;
163 uniform float val.a = 1.0;
164 uniform float val.b = 2.0;
171 uniform Struct val;
175 res = val.a + val.b;
183 uniform Struct val;
198 uniform float val.a = 1.0;
199 uniform float val.b = 2.0;
206 uniform Struct val;
216 uniform Struct val;
220 out0 = val.a + val.b;
230 uniform float val.a = 1.0;
231 uniform float val.b = 2.0;
238 uniform Struct val;
242 res = val.a;
250 uniform Struct val;
255 out0 = res + val.b;
265 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
266 uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
273 uniform Struct val;
277 dummy = val.a.x + val.b.y;
285 uniform Struct val;
290 out0 = val.b.y + val.a.x;
302 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
303 uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
310 uniform Struct val;
314 res = val.a.x + val.b.y;
322 uniform Struct val;
336 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
337 uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
344 uniform Struct val;
354 uniform Struct val;
357 { out0 = val.a.x + val.b.y;
367 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
368 uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
375 uniform Struct val;
379 res = val.a.x;
387 uniform Struct val;
391 { out0 = res + val.b.y;
401 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
402 uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
409 uniform Struct val;
413 dummy = val.a.x + val.b.y;
421 uniform Struct val;
425 { out0 = val.b.y + val.a.x;
437 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
438 uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
445 uniform Struct val;
449 res = val.a.x + val.b.y;
457 uniform Struct val;
471 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
472 uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
479 uniform Struct val;
489 uniform Struct val;
492 { out0 = val.a.x + val.b.y;
502 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
503 uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
510 uniform Struct val;
514 res = val.a.x;
522 uniform Struct val;
526 { out0 = res + val.b.y;
536 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
537 uniform float val.b = 2.0;
544 uniform Struct val;
548 dummy = val.a.x + val.b;
556 uniform Struct val;
560 { out0 = val.b + val.a.x;
572 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
573 uniform float val.b = 2.0;
580 uniform Struct val;
584 res = val.a.x + val.b;
592 uniform Struct val;
606 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
607 uniform float val.b = 2.0;
614 uniform Struct val;
624 uniform Struct val;
627 { out0 = val.a.x + val.b;
637 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
638 uniform float val.b = 2.0;
645 uniform Struct val;
649 res = val.a.x;
657 uniform Struct val;
661 { out0 = res + val.b;
671 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
672 uniform vec4 val.b.c = vec4(1.0, 2.0, 3.0, 4.0);
680 uniform Struct val;
684 res = val.a.x;
693 uniform Struct val;
697 { out0 = res + val.b.c.y;
707 uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
708 uniform vec3 val.b.c = vec3(1.0, 2.0, 3.0);
716 uniform Struct val;
720 res = val.a.x;
729 uniform Struct val;
733 { out0 = res + val.b.c.y;
743 uniform vec2 val.a = vec2(1.0, 2.0);
744 uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
751 uniform Struct val;
755 res = val.a.x;
763 uniform Struct val;
767 { out0 = res + val.b.y;
777 uniform vec2 val.a = vec2(1.0, 2.0);
778 uniform int val.b = 2;
785 uniform Struct val;
789 res = val.a.x;
797 uniform Struct val;
801 { out0 = res + float(val.b);
811 uniform float val.a = 1.0;
812 uniform int val.b = 2;
819 uniform Struct val;
823 res = val.a;
831 uniform Struct val;
835 { out0 = res + float(val.b);
845 uniform bvec2 val.a = bvec2(true, true);
846 uniform vec2 val.b = vec2(1.0, 2.0);
853 uniform Struct val;
857 res = float(val.a.x);
865 uniform Struct val;
869 { out0 = res + val.b.y;
879 uniform ivec2 val.a = ivec2(1, 2);
880 uniform vec2 val.b = vec2(1.0, 2.0);
887 uniform Struct val;
891 res = vec2(val.a).x;
899 uniform Struct val;
903 { out0 = res + val.b.y;
913 uniform ivec2 val.a = ivec2(1, 2);
914 uniform ivec2 val.b = ivec2(1, 2);
921 uniform Struct val;
925 res = vec2(val.a).x;
933 uniform Struct val;
937 { out0 = res + vec2(val.b).y;
952 uniform Struct val;
956 res = val.a;
964 uniform Struct val;
968 { out0 = res + val.a;
983 uniform Struct val;
987 res = float(val.a);
995 uniform Struct val;
999 { out0 = val.a;
1014 uniform Struct val;
1018 res = float(val.a.x);
1026 uniform Struct val;
1030 { out0 = val.a.x;
1045 uniform Struct val;
1049 res = val.a;
1057 uniform Struct val;
1061 { out0 = val.a;
1076 uniform Struct val;
1080 res = val.a;
1088 uniform Struct val;
1092 { out0 = val.a;
1107 uniform Struct val;
1111 res = val.a;
1119 uniform Struct val;
1123 { out0 = val.a;
1138 uniform Struct val;
1142 res = val.a;
1150 uniform Struct val;
1154 { out0 = val.a;
1164 uniform float val.constantAttenuation = 1.0;
1165 uniform float val.quadraticAttenuation = 1.0;
1180 uniform Light val;
1184 res = val.constantAttenuation;
1201 uniform Light val;
1206 out0 = res + val.quadraticAttenuation;
1216 uniform float val.constantAttenuation = 1.0;
1217 uniform float val.quadraticAttenuation = 1.0;
1232 uniform Light val;
1236 res = val.constantAttenuation;
1253 uniform Light val;
1258 out0 = res + val.quadraticAttenuation;
1274 highp vec4 val;
1281 res = val.x;
1290 mediump vec4 val;
1298 dEQP_FragColor = val;
1311 highp vec4 val;
1318 res = val.x;
1327 highp vec3 val;
1335 dEQP_FragColor = vec4(val, 1.0);
1348 highp vec4 val;
1355 res = val.x;
1364 highp vec4 val;
1373 dEQP_FragColor = vec4(val);
1386 highp vec4 val;
1393 res = val.x;
1402 highp vec4 val;
1410 dEQP_FragColor = vec4(val);
1423 highp vec4 val;
1430 res = val.x;
1439 highp vec4 val;
1447 dEQP_FragColor = vec4(val);
1460 highp vec4 val;
1467 res = val.x;
1476 highp vec4 val;
1484 dEQP_FragColor = vec4(val);
1497 highp mat3 val;
1504 res = val[0][1];
1513 highp mat3 val;
1521 dEQP_FragColor = vec4(val[2], 1.0);
1534 layout(row_major) uniform highp mat3 val;
1541 res = val[0][1];
1550 layout(column_major) uniform highp mat3 val;
1558 dEQP_FragColor = vec4(val[2], 1.0);