Searched refs:varying (Results 1 – 25 of 98) sorted by relevance
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17 varying vec3 vNormal;18 varying vec2 texCoord;19 varying vec3 vPosition;20 varying vec3 vnPosition;21 varying vec3 vViewDir;22 varying vec3 vnViewDir;23 varying vec4 vLightDir;24 varying vec4 vnLightDir;26 varying vec3 lightVec;28 varying vec4 AmbientSum;[all …]
7 varying vec2 texCoord;10 varying vec4 vVertex;11 varying vec3 vNormal;
12 varying vec3 normal;13 varying vec4 position;
9 varying vec2 texCoord;11 varying vec4 AmbientSum;12 varying vec4 DiffuseSum;13 varying vec4 SpecularSum;21 varying mat3 tbnMat;28 varying vec3 vNormal;29 varying float vDepth;
18 varying vec2 texCoord;20 varying vec2 texCoord2;24 varying vec3 AmbientSum;25 varying vec4 DiffuseSum;26 varying vec3 SpecularSum;32 varying vec3 lightVec;33 //varying vec4 spotVec;43 varying vec3 vNormal;45 //varying vec3 vPosition;46 varying vec3 vViewDir;[all …]
5 varying vec2 texCoord;6 varying vec4 AmbientSum;7 varying vec4 DiffuseSum;8 varying vec4 SpecularSum;10 varying float vDepth;11 varying vec3 vNormal;27 varying mat3 tbnMat;
6 varying vec2 texCoord;8 varying vec2 texCoord2;11 varying vec3 AmbientSum;12 varying vec4 DiffuseSum;13 varying vec3 SpecularSum;17 //varying vec3 vPosition;18 varying vec3 vViewDir;19 varying vec4 vLightDir;20 varying vec3 lightVec;22 varying vec2 vertexLightValues;[all …]
21 varying vec4 lightDir;22 varying vec4 waterTex1;23 varying vec4 waterTex2;24 varying vec4 position;25 varying vec4 viewDir;26 varying vec4 viewpos;27 varying vec4 viewLightDir;28 varying vec4 viewCamDir;
23 varying vec4 lightDir; //lightpos24 varying vec4 waterTex1; //moving texcoords25 varying vec4 waterTex2; //moving texcoords26 varying vec4 position; //for projection27 varying vec4 viewDir; //viewts28 varying vec4 viewLightDir;29 varying vec4 viewCamDir;
9 varying vec4 projCoord0;10 varying vec4 projCoord1;11 varying vec4 projCoord2;12 varying vec4 projCoord3;14 varying float shadowPosition;
39 varying vec4 projCoord0;40 varying vec4 projCoord1;41 varying vec4 projCoord2;42 varying vec4 projCoord3;44 varying float shadowPosition;
57 varying vec2 v_texCoord; in getShaderString()88 varying vec2 y_texCoord; in getShaderString()89 varying vec2 uv_texCoord; in getShaderString()144 varying vec2 v_texCoord; in getShaderString()171 varying vec2 v_texCoord; in getShaderString()186 varying vec2 v_texCoord; in getShaderString()201 varying vec2 v_texCoord; in getShaderString()232 varying vec2 v_texCoord; in getShaderString()273 varying vec2 y_texCoord; in getShaderString()274 varying vec2 uv_texCoord; in getShaderString()
7 varying vec4 color;9 varying vec2 projPos;10 varying vec2 vPos; // Position of the pixel in clip space15 varying vec4 texCoord;
3 varying vec2 vPos; // Position of the pixel4 varying vec2 projPos;// z and w valus in projection space8 varying vec4 texCoord;11 varying vec4 color;
10 varying vec2 texCoord1;15 varying vec2 texCoord2;20 varying vec4 vertColor;
12 varying vec2 texCoord1;18 varying vec2 texCoord2;23 varying vec4 vertColor;
3 varying vec4 texCoord;6 varying vec4 color;
10 varying vec3 texCoord1;15 varying vec3 texCoord2;20 varying vec4 vertColor;
12 varying vec3 texCoord1;18 varying vec3 texCoord2;23 varying vec4 vertColor;
1005 …for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader… in packVaryings() local1007 int n = VariableRowCount(varying->type) * varying->size; in packVaryings()1008 int m = VariableColumnCount(varying->type); in packVaryings()1030 varying->reg = r; in packVaryings()1031 varying->col = 0; in packVaryings()1037 packing[r + y][x] = &*varying; in packVaryings()1064 varying->reg = r; in packVaryings()1065 varying->col = 2; in packVaryings()1071 packing[r + y][x] = &*varying; in packVaryings()1108 varying->reg = r; in packVaryings()[all …]
3 varying vec2 texCoord;6 varying vec4 color;
6 varying vec2 texCoord;7 varying vec2 lightPos;
9 varying vec2 texCoord;10 varying vec4 posPos;
1 varying vec3 normal;2 varying vec2 texCoord;
8 varying vec3 normal;9 varying vec2 texCoord;