Searched refs:texCoord2d (Results 1 – 8 of 8) sorted by relevance
/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/ |
D | tex-sampling.frag | 22 layout(location = 1) in vec2 texCoord2d; 37 texcolor += texture(tex2d, texCoord2d); 38 texcolor += textureOffset(tex2d, texCoord2d, ivec2(1, 2)); 39 texcolor += textureLod(tex2d, texCoord2d, 2); 40 texcolor += textureGrad(tex2d, texCoord2d, vec2(1.0, 2.0), vec2(3.0, 4.0)); 41 texcolor += textureProj(tex2d, vec3(texCoord2d, 2.0)); 42 texcolor += texture(tex2d, texCoord2d, 1.0); 56 texcolor.a += texture(tex2dShadow, vec3(texCoord2d, 0.0)); 59 texcolor += texture(tex1dArray, texCoord2d); 63 texcolor += textureGather(tex2d, texCoord2d); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/ |
D | tex-sampling.frag | 27 static float2 texCoord2d; 35 float2 texCoord2d : TEXCOORD1; 54 texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d); 55 texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2)); 56 texcolor += tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f); 57 … texcolor += tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f)); 58 float3 _88 = float3(texCoord2d, 2.0f); 60 texcolor += tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f); 73 float3 _188 = float3(texCoord2d, 0.0f); 77 texcolor += tex1dArray.Sample(_tex1dArray_sampler, texCoord2d); [all …]
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D | tex-sampling.sm30.frag | 9 static float2 texCoord2d; 17 float2 texCoord2d : TEXCOORD1; 35 texcolor += tex2D(tex2d, texCoord2d); 36 texcolor += tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f)); 37 texcolor += tex2Dgrad(tex2d, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f)); 38 float3 _73 = float3(texCoord2d, 2.0f); 40 texcolor += tex2Dbias(tex2d, float4(texCoord2d, 0.0, 1.0f)); 60 float3 _194 = float3(texCoord2d, 0.0f); 62 float3 _205 = float3(texCoord2d, 0.0f); 64 float4 _216 = float4(texCoord2d, 0.0f, 2.0f); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/ |
D | tex-sampling.frag | 27 static float2 texCoord2d; 35 float2 texCoord2d : TEXCOORD1; 48 float3 _88 = float3(texCoord2d, 2.0f); 50 …texCoord2d)) + tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2))) + tex2d.SampleLevel(_tex2d_sa… 52 …, 0.0f).x, 0.0f)) + tex2dShadow.SampleCmp(_tex2dShadow_sampler, float3(texCoord2d, 0.0f).xy, 0.0f)… 53 float4 _243 = tex2d.GatherRed(_tex2d_sampler, texCoord2d); 54 float4 _269 = tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1)); 55 …texCoord2d)) + tex2dArray.Sample(_tex2dArray_sampler, texCoord3d)) + texCubeArray.Sample(_texCubeA… 64 texCoord2d = stage_input.texCoord2d;
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D | tex-sampling.sm30.frag | 9 static float2 texCoord2d; 17 float2 texCoord2d : TEXCOORD1; 30 float3 _73 = float3(texCoord2d, 2.0f); 32 …texCoord2d)) + tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f))) + tex2Dgrad(tex2d, texCoord2d, floa… 36 float3 _194 = float3(texCoord2d, 0.0f); 37 float4 _219 = float4(texCoord2d, 0.0f, 2.0f); 47 texCoord2d = stage_input.texCoord2d;
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/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
D | Context_gl_1_autogen.h | 199 void texCoord2d(GLdouble s, GLdouble t); \
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D | Context_gl.cpp | 1617 void Context::texCoord2d(GLdouble s, GLdouble t) in texCoord2d() function in gl::Context
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/third_party/skia/third_party/externals/angle2/src/libGL/ |
D | entry_points_gl_1_autogen.cpp | 5754 context->texCoord2d(s, t); in GL_TexCoord2d()
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