Searched refs:vin (Results 1 – 25 of 71) sorted by relevance
123
10 0:16 'vin' ( in 2-element array of structure{ temp 4-component vector of float position, temp…20 0:19 'vin' ( in 2-element array of structure{ temp 4-component vector of float position,…32 0:20 'vin' ( in 2-element array of structure{ temp 4-component vector of float position,…44 0:21 'vin' ( in 2-element array of structure{ temp 4-component vector of float position,…77 0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float posit…83 0:? 'vin.position' (layout( location=0) in 2-element array of 4-component vector of flo…89 0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float posit…95 0:? 'vin.color' (layout( location=1) in 2-element array of 4-component vector of float)101 0:? 'vin' ( temp 2-element array of structure{ temp 4-component vector of float posit…107 0:? 'vin.uv' (layout( location=2) in 2-element array of 2-component vector of float)[all …]
10 layout(location = 0) in Inputs vin;16 Inputs v0 = vin;18 Inputs v1 = vin;21 vec4 a = vin.a;22 vec4 b = vin.b.xxyy;
8 } vin;19 FragColor = vin.f + vin.g + float(vin.h) + vin.i + f + g + float(h) + i;
10 } vin;19 …FragColor = ((((((vec4(vin.f) + vin.g) + vec4(float(vin.h))) + vec4(vin.i)) + vec4(f)) + g) + vec4…
9 } vin[];16 vNormal = vin[0].normal;20 vNormal = vin[1].normal;24 vNormal = vin[2].normal;
9 } vin[];16 vNormal = vin[0].normal;20 vNormal = vin[0].normal;24 vNormal = vin[0].normal;
9 } vin[];16 vNormal = vin[0].normal + float(gl_InvocationID);20 vNormal = vin[1].normal + 4.0 * float(gl_InvocationID);24 vNormal = vin[2].normal + 2.0 * float(gl_InvocationID);
10 } vin[1];16 vNormal = vin[0].normal;19 vNormal = vin[0].normal;22 vNormal = vin[0].normal;
10 } vin[3];16 vNormal = vin[0].normal;19 vNormal = vin[1].normal;22 vNormal = vin[2].normal;
10 } vin[4];16 vNormal = vin[0].normal;19 vNormal = vin[1].normal;22 vNormal = vin[2].normal;
10 } vin[6];16 vNormal = vin[0].normal;19 vNormal = vin[1].normal;22 vNormal = vin[2].normal;
10 } vin[3];17 vNormal = vin[0].normal + vec3(_37);20 vNormal = vin[1].normal + vec3(4.0 * _37);23 vNormal = vin[2].normal + vec3(2.0 * _37);
10 } vin[3];16 vNormal = vin[0].normal + vec3(float(gl_InvocationID));19 vNormal = vin[1].normal + vec3(4.0 * float(gl_InvocationID));22 vNormal = vin[2].normal + vec3(2.0 * float(gl_InvocationID));
15 void main(line VertexData vin[2], inout TriangleStream<PS_IN> outStream)19 vout.color = vin[1].color;20 vout.uv = vin[1].uv;21 vout.position = vin[1].position;
18 } vin[];25 vNormal = vin[0].normal + float(gl_InvocationID);29 vNormal = vin[1].normal + 4.0 * float(gl_InvocationID);33 vNormal = vin[2].normal + 2.0 * float(gl_InvocationID);