Searched defs:basePosition (Results 1 - 1 of 1) sorted by relevance

/external/deqp/modules/gles31/functional/
H A Des31fGeometryShaderTests.cpp1310 const tcu::Vec4 basePosition = (m_instanced) ? local
1313 const tcu::Vec4 position0 = basePosition + tcu::Vec4(deFloatCos(angle), deFloatSin(angle), 0.0f, 0.0f) * 0.15f;
1314 const tcu::Vec4 position1 = basePosition + tcu::Vec4(deFloatCos(angle), -deFloatSin(angle), 0.0f, 0.0f) * 0.15f;
1553 const tcu::Vec4 basePosition = vertex->position + tcu::Vec4(deFloatCos(l_angle) * l_radius, deFloatSin(l_angle) * l_radius, 0.0f, 0.0f); local
1563 output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * 0.1f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1564 output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * -0.1f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1568 output.EmitVertex(basePosition + tcu::Vec4(-0.1f, 0.0f, 0.0f, 0.0f), 0.0f, &outColor, packets[packetNdx].primitiveIDIn);
1611 " highp vec4 basePosition = gl_in[0].gl_Position + vec4(cos(l_angle) * l_radius, sin(l_angle) * l_radius, 0.0, 0.0);\n"
1619 " gl_Position = basePosition + vec4(cos(sub_angle) * 0.1, sin(sub_angle) * 0.1, 0.0, 0.0);\n"
1623 " gl_Position = basePosition
1711 const tcu::Vec4 basePosition = vertex->position; local
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