Searched refs:_41 (Results 1 – 25 of 54) sorted by relevance
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13 } _41;21 vec2 _431 = (vPatchPosBase[0] - vec2(10.0)) * _41.uScale.xy;22 vec2 _441 = ((vPatchPosBase[0] + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy;27 …bool _516 = any(lessThanEqual(vec3(dot(_41.uFrustum[0], _467), dot(_41.uFrustum[1], _467), dot(_41…31 …_526 = any(lessThanEqual(vec3(dot(_41.uFrustum[3], _467), dot(_41.uFrustum[4], _467), dot(_41.uFru…49 vec2 _681 = (vPatchPosBase[0] + (vec2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;50 vec2 _710 = (vPatchPosBase[0] + (vec2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;51 …= clamp(log2((length(_41.uCamPos - vec3(_710.x, 0.0, _710.y)) + 9.9999997473787516355514526367188e…52 vec2 _739 = (vPatchPosBase[0] + (vec2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;53 vec2 _768 = (vPatchPosBase[0] + (vec2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;[all …]
27 kernel void main0(main0_in in [[stage_in]], constant UBO& _41 [[buffer(0)]], uint gl_InvocationID […35 float2 _431 = (gl_in[0].vPatchPosBase - float2(10.0)) * _41.uScale.xy;36 float2 _441 = ((gl_in[0].vPatchPosBase + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;41 …bool _516 = any(float3(dot(_41.uFrustum[0], _467), dot(_41.uFrustum[1], _467), dot(_41.uFrustum[2]…45 …_526 = any(float3(dot(_41.uFrustum[3], _467), dot(_41.uFrustum[4], _467), dot(_41.uFrustum[5], _46…63 float2 _681 = (gl_in[0].vPatchPosBase + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;64 … float2 _710 = (gl_in[0].vPatchPosBase + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;65 …:clamp(log2((length(_41.uCamPos - float3(_710.x, 0.0, _710.y)) + 9.9999997473787516355514526367188…66 … float2 _739 = (gl_in[0].vPatchPosBase + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;67 … float2 _768 = (gl_in[0].vPatchPosBase + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;[all …]
28 kernel void main0(constant UBO& _41 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in…33 float2 _431 = (gl_in[0].vPatchPosBase.xy - float2(10.0)) * _41.uScale.xy;34 float2 _441 = ((gl_in[0].vPatchPosBase.xy + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;39 …bool _516 = any(float3(dot(_41.uFrustum[0], _467), dot(_41.uFrustum[1], _467), dot(_41.uFrustum[2]…43 …_526 = any(float3(dot(_41.uFrustum[3], _467), dot(_41.uFrustum[4], _467), dot(_41.uFrustum[5], _46…61 float2 _681 = (gl_in[0].vPatchPosBase.xy + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;62 … float2 _710 = (gl_in[0].vPatchPosBase.xy + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;63 …:clamp(log2((length(_41.uCamPos - float3(_710.x, 0.0, _710.y)) + 9.9999997473787516355514526367188…64 … float2 _739 = (gl_in[0].vPatchPosBase.xy + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;65 … float2 _768 = (gl_in[0].vPatchPosBase.xy + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;[all …]
13 } _41;21 vec2 min_xz = (p0 - vec2(10.0)) * _41.uScale.xy;22 vec2 max_xz = ((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy;27 …vec3 f0 = vec3(dot(_41.uFrustum[0], vec4(center, 1.0)), dot(_41.uFrustum[1], vec4(center, 1.0)), d…28 …vec3 f1 = vec3(dot(_41.uFrustum[3], vec4(center, 1.0)), dot(_41.uFrustum[4], vec4(center, 1.0)), d…44 vec2 pos = pos_ * _41.uScale.xy;45 vec3 dist_to_cam = _41.uCamPos - vec3(pos.x, 0.0, pos.y);46 …float level = log2((length(dist_to_cam) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMo…47 return clamp(level, 0.0, _41.uMaxTessLevel.x);52 return exp2(-lod) * _41.uMaxTessLevel.y;[all …]
19 float _41;22 _41 = float(float4(ShadowMap.sample(SampleNormal, in.in_var_TEXCOORD0)).x <= 0.5);26 _41 = ShadowMap.sample_compare(SampleShadow, in.in_var_TEXCOORD0, 0.5, level(0.0));28 out.out_var_SV_Target0 = float4(_41, _41, _41, 1.0);
44 m._11 = M1._11 * M2._11 + M1._12 * M2._21 + M1._13 * M2._31 + M1._14 * M2._41; in MatrixMultiply()48 m._21 = M1._21 * M2._11 + M1._22 * M2._21 + M1._23 * M2._31 + M1._24 * M2._41; in MatrixMultiply()52 m._31 = M1._31 * M2._11 + M1._32 * M2._21 + M1._33 * M2._31 + M1._34 * M2._41; in MatrixMultiply()56 m._41 = M1._41 * M2._11 + M1._42 * M2._21 + M1._43 * M2._31 + M1._44 * M2._41; in MatrixMultiply()57 m._42 = M1._41 * M2._12 + M1._42 * M2._22 + M1._43 * M2._32 + M1._44 * M2._42; in MatrixMultiply()58 m._43 = M1._41 * M2._13 + M1._42 * M2._23 + M1._43 * M2._33 + M1._44 * M2._43; in MatrixMultiply()59 m._44 = M1._41 * M2._14 + M1._42 * M2._24 + M1._43 * M2._34 + M1._44 * M2._44; in MatrixMultiply()82 m._41 = x; in MatrixTranslation()
164 float _41, _42, _43, _44; member175 float _41, float _42, float _43, float _44) : in mat4()179 _41(_41), _42(_42), _43(_43), _44(_44) in mat4()191 _41(row4.x), _42(row4.y), _43(row4.z), _44(row4.w) in mat4()199 _41(data[12]), _42(data[13]), _43(data[14]), _44(data[15]) in mat4()206 _11 * rhs._11 + _12 * rhs._21 + _13 * rhs._31 + _14 * rhs._41,211 _21 * rhs._11 + _22 * rhs._21 + _23 * rhs._31 + _24 * rhs._41,216 _31 * rhs._11 + _32 * rhs._21 + _33 * rhs._31 + _34 * rhs._41,221 _41 * rhs._11 + _42 * rhs._21 + _43 * rhs._31 + _44 * rhs._41,222 _41 * rhs._12 + _42 * rhs._22 + _43 * rhs._32 + _44 * rhs._42,[all …]
22 int _41 = i;23 i = _41 + 1;24 _36 = _41;
36 float _41 = modf(v0, r0);37 float m0 = _41;
7 } _41;16 …_41.as[gl_GlobalInvocationID.x] = ((_41.as[gl_GlobalInvocationID.x] + _55.bs[gl_GlobalInvocationID…
17 } _41;24 uint _45 = atomicAdd(_41.count, 1u);
25 int _41 = i;26 i = _41 + 1;27 _36 = _41;
29 int _41 = i;30 i = _41 + 1;31 _36 = _41;
29 …nstant UBO1& _14 [[buffer(0)]], constant UBO2& _29 [[buffer(1)]], constant UBO0& _41 [[buffer(2)]])32 ….FragColor = ((((float4(_14.c) + float4(_14.d)) + float4(_29.e)) + float4(_29.f)) + _41.a) + _41.b;
15 int _41;65 _41 = _48 + 1;66 _44 = _41;
17 } _41;31 vec4 values[2] = vec4[](_41.as[gl_GlobalInvocationID.x], _55.bs[gl_GlobalInvocationID.x]);35 _41.as[gl_GlobalInvocationID.x] = summe(param);
17 } _41;25 uint _45 = atomicAdd(_41.count, 1u);
34 FLOAT _41, _42, _43; member46 FLOAT _41, _42, _43, _44; member58 FLOAT _41, _42, _43, _44; member
26 …ce SSBO& _22 [[buffer(0)]], device SSBO2& _38 [[buffer(1)]], device SSBO3& _41 [[buffer(2)]], uint…31 … uint _45 = atomic_fetch_add_explicit((device atomic_uint*)&_41.count, 1u, memory_order_relaxed);
26 …ce SSBO& _22 [[buffer(0)]], device SSBO2& _38 [[buffer(1)]], device SSBO3& _41 [[buffer(2)]], uint…32 … uint _45 = atomic_fetch_add_explicit((device atomic_uint*)&_41.count, 1u, memory_order_relaxed);
28 float _41 = modf(v0, r0);31 FragColor = ((((_22._m0 + _35._m0.x) + _35._m0.y) + _41) + _45.x) + _45.y;
17 vec4 _41 = fwidthCoarse(vInput);30 FragColor += _41;
26 float4 _41 = fwidth(vInput);40 FragColor += _41;
26 float4 _41 = fwidth(in.vInput);38 out.FragColor += _41;