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Searched refs:texCoord2d (Results 1 – 8 of 8) sorted by relevance

/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/
Dtex-sampling.frag22 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);
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/
Dtex-sampling.frag27 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);
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Dtex-sampling.sm30.frag9 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);
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/
Dtex-sampling.frag27 static float2 texCoord2d;
35 float2 texCoord2d : TEXCOORD1;
48 float3 _88 = float3(texCoord2d, 2.0f);
50texCoord2d)) + 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));
55texCoord2d)) + tex2dArray.Sample(_tex2dArray_sampler, texCoord3d)) + texCubeArray.Sample(_texCubeA…
64 texCoord2d = stage_input.texCoord2d;
Dtex-sampling.sm30.frag9 static float2 texCoord2d;
17 float2 texCoord2d : TEXCOORD1;
30 float3 _73 = float3(texCoord2d, 2.0f);
32texCoord2d)) + 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;
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DContext_gl_1_autogen.h199 void texCoord2d(GLdouble s, GLdouble t); \
DContext_gl.cpp1617 void Context::texCoord2d(GLdouble s, GLdouble t) in texCoord2d() function in gl::Context
/third_party/skia/third_party/externals/angle2/src/libGL/
Dentry_points_gl_1_autogen.cpp5754 context->texCoord2d(s, t); in GL_TexCoord2d()