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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/vulkan/frag/
Dcombined-texture-sampler.vk.frag10 layout(location = 0) in vec2 vTex;
15vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex)) + (texture(SPIRV_Cross_CombineduTex…
Dcombined-texture-sampler.vk.frag.vk10 layout(location = 0) in vec2 vTex;
15vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)) + (texture(sampler2D(uTexture0, uSampler0)…
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/frag/
Dsampler-image-arrays.msl2.frag15 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 …]
Dsampler-1d-lod.frag13 float vTex [[user(locn0), flat]];
19 …ampler.sample(uSamplerSmplr, in.vTex) + uSampler.sample(uSamplerSmplr, in.vTex)) + uSampler.sample…
Dsampler-1d-lod.1d-as-2d.frag13 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))) …
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/
Dsampler-image-arrays.frag7 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;
Dsampler-array.frag8 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;
Dresources.frag16 static float2 vTex;
21 float2 vTex : TEXCOORD0;
31 …ragColor = (uSampledImage.Sample(_uSampledImage_sampler, vTex) + uTexture.Sample(uSampler, vTex)) …
36 vTex = stage_input.vTex;
Dbasic.frag6 static float2 vTex;
11 float2 vTex : TEXCOORD1;
21 FragColor = vColor * uTex.Sample(_uTex_sampler, vTex);
27 vTex = stage_input.vTex;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/
Dsampler-image-arrays.frag7 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;
Dsampler-array.frag8 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;
Dresources.frag16 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;
Dbasic.frag6 static float2 vTex;
11 float2 vTex : TEXCOORD1;
21 FragColor = vColor * uTex.Sample(_uTex_sampler, vTex);
27 vTex = stage_input.vTex;
/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/
Dsampler-image-arrays.frag4 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);
Dsampler-array.frag7 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);
/third_party/skia/third_party/externals/spirv-cross/shaders-msl/frag/
Dsampler-image-arrays.msl2.frag4 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);
Dsampler-1d-lod.1d-as-2d.frag4 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);
Dsampler-1d-lod.frag4 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);
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/frag/
Dsampler-image-arrays.msl2.frag13 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…
Dsampler-1d-lod.frag13 float vTex [[user(locn0), flat]];
19 …ampler.sample(uSamplerSmplr, in.vTex) + uSampler.sample(uSamplerSmplr, in.vTex)) + uSampler.sample…
Dsampler-1d-lod.1d-as-2d.frag13 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))) …
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vulkan/frag/
Dbasic.multiview.no-layered.nocompat.vk.frag64 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)]);
Dbasic.multiview.nocompat.vk.frag64 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)]);
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vulkan/frag/
Dbasic.multiview.no-layered.nocompat.vk.frag64 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)]);
Dbasic.multiview.nocompat.vk.frag64 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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