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Searched refs:shaderString (Results 1 – 3 of 3) sorted by relevance

/frameworks/base/libs/rs/
DrsProgramFragment.cpp92 String8 shaderString(RS_SHADER_INTERNAL); in init() local
93 shaderString.append("varying lowp vec4 varColor;\n"); in init()
94 shaderString.append("varying vec2 varTex0;\n"); in init()
95 shaderString.append("void main() {\n"); in init()
96 shaderString.append(" lowp vec4 col = UNI_Color;\n"); in init()
97 shaderString.append(" gl_FragColor = col;\n"); in init()
98 shaderString.append("}\n"); in init()
113 ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(), in init()
114 shaderString.length(), tmp, 2); in init()
DrsProgramVertex.cpp178 String8 shaderString(RS_SHADER_INTERNAL); in init() local
179 shaderString.append("varying vec4 varColor;\n"); in init()
180 shaderString.append("varying vec2 varTex0;\n"); in init()
181 shaderString.append("void main() {\n"); in init()
182 shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n"); in init()
183 shaderString.append(" gl_PointSize = 1.0;\n"); in init()
184 shaderString.append(" varColor = ATTRIB_color;\n"); in init()
185 shaderString.append(" varTex0 = ATTRIB_texture0;\n"); in init()
186 shaderString.append("}\n"); in init()
194 ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(), in init()
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DrsFont.cpp485 String8 shaderString("varying vec2 varTex0;\n"); in initRenderState() local
486 shaderString.append("void main() {\n"); in initRenderState()
487 shaderString.append(" lowp vec4 col = UNI_Color;\n"); in initRenderState()
488 shaderString.append(" col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n"); in initRenderState()
489 shaderString.append(" col.a = pow(col.a, UNI_Gamma);\n"); in initRenderState()
490 shaderString.append(" gl_FragColor = col;\n"); in initRenderState()
491 shaderString.append("}\n"); in initRenderState()
510 ProgramFragment *pf = new ProgramFragment(mRSC, shaderString.string(), in initRenderState()
511 shaderString.length(), tmp, 4); in initRenderState()