Searched refs:m_vs_id_2 (Results 1 – 2 of 2) sorted by relevance
2183 , m_vs_id_2(0) in TessellationShaderTessellationMaxInOut()2307 if (m_vs_id_2 != 0) in deinit()2309 gl.deleteShader(m_vs_id_2); in deinit()2311 m_vs_id_2 = 0; in deinit()2509 m_vs_id_2 = gl.createShader(GL_VERTEX_SHADER); in initProgramObjects()2598 …if (!(TessellationShaderTessellationMaxInOut::buildProgram(m_po_id_2, m_vs_id_2, 1, &vs_code_raw_p… in initProgramObjects()
437 glw::GLuint m_vs_id_2; /* vertex shader object name for case 2 */ member in glcts::TessellationShaderTessellationMaxInOut