Lines Matching refs:vec4

60 +   vec4 sum = vec4(0);
62 + sum += vec4(0.1, 0.1, 0.1, 0.1);
117 + gl_FragColor = vec4(litColor, 1.0);
134 + vec4 some[8];
154 + gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
190 +uniform vec4 KernelValue[KernelSize];
192 +uniform vec4 ScaleFactor;
193 +uniform vec4 BaseColor;
198 + vec4 sum = vec4(0.0);
200 + vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]);
237 +vec4 permute(vec4 x0,vec3 p) {
238 + vec4 x1 = mod(x0 * p.y, p.x);
242 +uniform vec4 pParam;
244 +// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.);
296 + vec4 a0 = sin(phi.xxyy+D.xyxy);
309 + const vec4 D = vec4(0., 0.5, 1.0, 2.0);
350 + vec4 p = permute( permute( permute(
351 + i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz)
352 + + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz)
353 + + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz);
360 + vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N)
362 + vec4 x_ = floor(j * ns.z) ;
363 + vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N)
365 + vec4 x = x_ *ns.x + ns.yyyy;
366 + vec4 y = y_ *ns.x + ns.yyyy;
367 + vec4 h = 1. - abs(x) - abs(y);
369 + vec4 b0 = vec4( x.xy, y.xy );
370 + vec4 b1 = vec4( x.zw, y.zw );
372 + vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.;
373 + vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.;
374 + vec4 sh = vec4(lessThan(h, D.xxxx));
376 + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
377 + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
392 + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
395 + return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
399 +vec4 grad4(float j, vec4 ip)
401 + const vec4 ones = vec4(1.,1.,1.,-1.);
402 + vec4 p,s;
406 + s = vec4(lessThan(p,vec4(0.)));
412 +float simplexNoise4(vec4 v)
417 + vec4 i = floor(v + dot(v, C.yyyy) );
418 + vec4 x0 = v - i + dot(i, C.xxxx);
423 + vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.);
424 + vec4 q1;
428 + vec4 q2;
432 + vec4 q3;
437 + vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0));
438 + vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0));
439 + vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0));
442 + vec4 x1 = x0 - i1 + 1. * C.xxxx;
443 + vec4 x2 = x0 - i2 + 2. * C.xxxx;
444 + vec4 x3 = x0 - i3 + 3. * C.xxxx;
445 + vec4 x4 = x0 - 1. + 4. * C.xxxx;
452 + vec4 j1 = permute( permute( permute( permute (
453 + i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz)
454 + + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz)
455 + + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz)
456 + + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz);
459 + vec4 ip = pParam ;
462 + ip = vec4(1.,1.,1.,2.) / ip ;
464 + vec4 p0 = grad4(j0, ip);
465 + vec4 p1 = grad4(j1.x, ip);
466 + vec4 p2 = grad4(j1.y, ip);
467 + vec4 p3 = grad4(j1.z, ip);
468 + vec4 p4 = grad4(j1.w, ip);
511 + gl_FrontColor = vec4(dot);
514 + vec4 pos0 = mat0 * gl_Vertex;
515 + vec4 pos1 = mat1 * gl_Vertex;
516 + vec4 pos = mix(pos0, pos1, weight);
534 +uniform vec4 UniV1;
535 +uniform vec4 UniV2;
539 + vec4 t3;
540 + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
541 + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
555 +attribute vec4 TexCoord0, TexCoord1;
556 +attribute vec4 VertCoord;
579 +uniform vec4 UniV1;
580 +uniform vec4 UniV2;
584 + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
585 + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
598 +attribute vec4 TexCoord0, TexCoord1;
599 +attribute vec4 VertCoord;
616 + vec4 sum = vec4(0);
618 + sum += vec4(0.1, 0.1, 0.1, 0.1);