Searched refs:out_vs (Results 1 – 9 of 9) sorted by relevance
12 0:13 'out_vs' ( smooth out 4-component vector of float)22 0:? 'out_vs' ( smooth out 4-component vector of float)36 0:13 'out_vs' ( smooth out 4-component vector of float)46 0:? 'out_vs' ( smooth out 4-component vector of float)
13 0:13 'out_vs' ( smooth out 4-component vector of float)23 0:? 'out_vs' ( smooth out 4-component vector of float)37 0:13 'out_vs' ( smooth out 4-component vector of float)47 0:? 'out_vs' ( smooth out 4-component vector of float)
14 0:13 'out_vs' ( smooth out highp 4-component vector of float)24 0:? 'out_vs' ( smooth out highp 4-component vector of float)38 0:13 'out_vs' ( smooth out highp 4-component vector of float)48 0:? 'out_vs' ( smooth out highp 4-component vector of float)
27 0:15 'out_vs' ( smooth out 4-component vector of float)32 0:? 'out_vs' ( smooth out 4-component vector of float)61 0:15 'out_vs' ( smooth out 4-component vector of float)66 0:? 'out_vs' ( smooth out 4-component vector of float)
9 out vec4 out_vs;13 out_vs = in_vs + a;
7 out vec4 out_vs;15 out_vs = result;
35 build_color_shaders(struct radv_device *dev, struct nir_shader **out_vs, struct nir_shader **out_fs, in build_color_shaders() argument72 *out_vs = vs_b.shader; in build_color_shaders()388 build_depthstencil_shader(struct radv_device *dev, struct nir_shader **out_vs, in build_depthstencil_shader() argument433 *out_vs = vs_b.shader; in build_depthstencil_shader()