/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/vulkan/frag/ |
D | combined-texture-sampler.vk.frag | 10 layout(location = 0) in vec2 vTex; 15 …vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex)) + (texture(SPIRV_Cross_CombineduTex…
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D | combined-texture-sampler.vk.frag.vk | 10 layout(location = 0) in vec2 vTex; 15 …vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)) + (texture(sampler2D(uTexture0, uSampler0)…
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/frag/ |
D | sampler-image-arrays.msl2.frag | 15 float2 vTex [[user(locn0), flat]]; 20 float4 sample_from_global(thread int& vIndex, thread float2& vTex, thread const array<texture2d<flo… 22 …return uSampler[vIndex].sample(uSamplerSmplr[vIndex], (vTex + float2(0.100000001490116119384765625… 26 …4> samplers, thread const array<sampler, 4> samplersSmplr, thread int& vIndex, thread float2& vTex) 28 …return samplers[vIndex].sample(samplersSmplr[vIndex], (vTex + float2(0.20000000298023223876953125)… 32 …m_argument(thread const texture2d<float> samp, thread const sampler sampSmplr, thread float2& vTex) 34 return samp.sample(sampSmplr, (vTex + float2(0.300000011920928955078125))); 41 out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex); 42 out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex); 43 out.FragColor += sample_from_global(in.vIndex, in.vTex, uSampler, uSamplerSmplr); [all …]
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D | sampler-1d-lod.frag | 13 float vTex [[user(locn0), flat]]; 19 …ampler.sample(uSamplerSmplr, in.vTex) + uSampler.sample(uSamplerSmplr, in.vTex)) + uSampler.sample…
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D | sampler-1d-lod.1d-as-2d.frag | 13 float vTex [[user(locn0), flat]]; 19 …at2(in.vTex, 0.5), bias(2.0)) + uSampler.sample(uSamplerSmplr, float2(in.vTex, 0.5), level(3.0))) …
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/ |
D | sampler-image-arrays.frag | 7 static float2 vTex; 12 nointerpolation float2 vTex : TEXCOORD0; 24 FragColor += uTextures[2].Sample(uSamplers[1], vTex); 25 FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex); 26 …FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.1000000014901161193847656… 27 …FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.2000000029802322387695312… 28 FragColor += uSampler[3].Sample(_uSampler_sampler[3], vTex + 0.300000011920928955078125f.xx); 34 vTex = stage_input.vTex;
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D | sampler-array.frag | 8 static float2 vTex; 13 float2 vTex : TEXCOORD0; 21 …], vTex) + uTex[vIndex].Sample(uSampler[vIndex], vTex)) + uCombined[_72].Sample(_uCombined_sampler… 28 vTex = stage_input.vTex;
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D | resources.frag | 16 static float2 vTex; 21 float2 vTex : TEXCOORD0; 31 …ragColor = (uSampledImage.Sample(_uSampledImage_sampler, vTex) + uTexture.Sample(uSampler, vTex)) … 36 vTex = stage_input.vTex;
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D | basic.frag | 6 static float2 vTex; 11 float2 vTex : TEXCOORD1; 21 FragColor = vColor * uTex.Sample(_uTex_sampler, vTex); 27 vTex = stage_input.vTex;
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/ |
D | sampler-image-arrays.frag | 7 static float2 vTex; 12 nointerpolation float2 vTex : TEXCOORD0; 23 …return uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.100000001490116119384765625f.xx… 28 …return samplers[vIndex].Sample(_samplers_sampler[vIndex], vTex + 0.20000000298023223876953125f.xx); 33 return samp.Sample(_samp_sampler, vTex + 0.300000011920928955078125f.xx); 39 FragColor += uTextures[2].Sample(uSamplers[1], vTex); 40 FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex); 49 vTex = stage_input.vTex;
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D | sampler-array.frag | 8 static float2 vTex; 13 float2 vTex : TEXCOORD0; 20 return samp.Sample(_samp_sampler, vTex); 25 return tex.Sample(samp, vTex); 30 float4 color = uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex); 31 color += uTex[vIndex].Sample(uSampler[vIndex], vTex); 42 vTex = stage_input.vTex;
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D | resources.frag | 16 static float2 vTex; 21 float2 vTex : TEXCOORD0; 31 float4 c0 = uSampledImage.Sample(_uSampledImage_sampler, vTex); 32 float4 c1 = uTexture.Sample(uSampler, vTex); 39 vTex = stage_input.vTex;
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D | basic.frag | 6 static float2 vTex; 11 float2 vTex : TEXCOORD1; 21 FragColor = vColor * uTex.Sample(_uTex_sampler, vTex); 27 vTex = stage_input.vTex;
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/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/ |
D | sampler-image-arrays.frag | 4 layout(location = 0) flat in vec2 vTex; 12 return texture(samplers[vIndex], vTex + 0.2); 17 return texture(samp, vTex + 0.3); 22 return texture(uSampler[vIndex], vTex + 0.1); 28 FragColor += texture(sampler2D(uTextures[2], uSamplers[1]), vTex); 29 FragColor += texture(uSampler[vIndex], vTex);
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D | sampler-array.frag | 7 layout(location = 0) in vec2 vTex; 12 return texture(samp, vTex); 17 return texture(sampler2D(tex, samp), vTex); 22 vec4 color = texture(uCombined[vIndex], vTex); 23 color += texture(sampler2D(uTex[vIndex], uSampler[vIndex]), vTex);
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/frag/ |
D | sampler-image-arrays.msl2.frag | 4 layout(location = 0) flat in vec2 vTex; 12 return texture(samplers[vIndex], vTex + 0.2); 17 return texture(samp, vTex + 0.3); 22 return texture(uSampler[vIndex], vTex + 0.1); 28 FragColor += texture(sampler2D(uTextures[2], uSamplers[1]), vTex); 29 FragColor += texture(uSampler[vIndex], vTex);
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D | sampler-1d-lod.1d-as-2d.frag | 4 layout(location = 0) flat in float vTex; 9 FragColor += texture(uSampler, vTex, 2.0) + 10 textureLod(uSampler, vTex, 3.0) + 11 textureGrad(uSampler, vTex, 5.0, 8.0);
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D | sampler-1d-lod.frag | 4 layout(location = 0) flat in float vTex; 9 FragColor += texture(uSampler, vTex, 2.0) + 10 textureLod(uSampler, vTex, 3.0) + 11 textureGrad(uSampler, vTex, 5.0, 8.0);
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/frag/ |
D | sampler-image-arrays.msl2.frag | 13 float2 vTex [[user(locn0), flat]]; 21 out.FragColor += uTextures[2].sample(uSamplers[1], in.vTex); 22 out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], in.vTex); 23 …out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.10000000… 24 …out.FragColor += uSampler[in.vIndex].sample(uSamplerSmplr[in.vIndex], (in.vTex + float2(0.20000000… 25 …out.FragColor += uSampler[3].sample(uSamplerSmplr[3], (in.vTex + float2(0.300000011920928955078125…
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D | sampler-1d-lod.frag | 13 float vTex [[user(locn0), flat]]; 19 …ampler.sample(uSamplerSmplr, in.vTex) + uSampler.sample(uSamplerSmplr, in.vTex)) + uSampler.sample…
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D | sampler-1d-lod.1d-as-2d.frag | 13 float vTex [[user(locn0), flat]]; 19 …at2(in.vTex, 0.5), bias(2.0)) + uSampler.sample(uSamplerSmplr, float2(in.vTex, 0.5), level(3.0))) …
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vulkan/frag/ |
D | basic.multiview.no-layered.nocompat.vk.frag | 64 spvUnsafeArray<float2, 4> vTex = {}; 65 vTex[0] = in.vTex_0; 66 vTex[1] = in.vTex_1; 67 vTex[2] = in.vTex_2; 68 vTex[3] = in.vTex_3; 70 out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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D | basic.multiview.nocompat.vk.frag | 64 spvUnsafeArray<float2, 4> vTex = {}; 65 vTex[0] = in.vTex_0; 66 vTex[1] = in.vTex_1; 67 vTex[2] = in.vTex_2; 68 vTex[3] = in.vTex_3; 70 out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vulkan/frag/ |
D | basic.multiview.no-layered.nocompat.vk.frag | 64 spvUnsafeArray<float2, 4> vTex = {}; 65 vTex[0] = in.vTex_0; 66 vTex[1] = in.vTex_1; 67 vTex[2] = in.vTex_2; 68 vTex[3] = in.vTex_3; 70 out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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D | basic.multiview.nocompat.vk.frag | 64 spvUnsafeArray<float2, 4> vTex = {}; 65 vTex[0] = in.vTex_0; 66 vTex[1] = in.vTex_1; 67 vTex[2] = in.vTex_2; 68 vTex[3] = in.vTex_3; 70 out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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