Searched refs:yRatio (Results 1 – 2 of 2) sorted by relevance
242 float yRatio = (0.5f + (float)(y - yFirst)) / height; in render() local244 yRatio = 1.0f - yRatio; in render()253 tcu::Vec4 color = triQuadInterpolate(quad.color, xRatio, yRatio); in render()254 tcu::Vec4 color1 = triQuadInterpolate(quad.color1, xRatio, yRatio); in render()255 float depth = triQuadInterpolate(quad.depth, xRatio, yRatio); in render()
2593 …const float yRatio = static_cast<float>(occlusionObjectMultiplierY[objectNdx]) / occlusionObje… in createVertexData() local2594 const double areaRatio = static_cast<double>(xRatio) * static_cast<double>(yRatio); in createVertexData()2602 const float occludedObjectVertexYCoord = m_vertexCoord[objectStart + vertexNdx][1] * yRatio; in createVertexData()