Lines Matching refs:swizzle
218 …or = sequenceNoSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx… in evalSequenceNoSideEffCase0()
220 …deEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat();… in evalSequenceNoSideEffCase2()
221 …uenceNoSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greate… in evalSequenceNoSideEffCase3()
222 …lor = sequenceSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx… in evalSequenceSideEffCase0()
224 …eEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat();… in evalSequenceSideEffCase2()
225 …quenceSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greate… in evalSequenceSideEffCase3()
758 const char* swizzle = s_inSwizzles[i][inSize-1]; in setupShaderData() local
773 op << prefix << "in" << i << "." << swizzle; in setupShaderData()
902 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
903 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
904 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
908 …(ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, …
909 …ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, …
910 …ec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, …
914 …text& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0), c.in…
915 …ext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0), c.in…
916 …lContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0), c.in…
920 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
921 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0…
922 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
926 … (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, …
927 … (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, …
928 … (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, …
935 …c2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)…
936 …3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.…
937 …_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4…
941 …reaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f)…
942 …reaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.…
943 …reaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4…
947 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
948 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
949 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
953 …haderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1…
954 …derEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(…
955 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle…
959 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
960 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
961 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
965 …haderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzle(…
966 …derEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzle…
967 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzl…
971 …c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1, 0).asInt(), …
972 … { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(1, 2, 0).asInt(), …
973 …& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle(3, 2, 1, 0).asInt…
977 … c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzle(1, 0).asUint(), …
978 … { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzle(1, 2, 0).asUint()…
979 … c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzle(3, 2, 1, 0).asUin…
982 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
983 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
984 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
987 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
988 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
989 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
992 …2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)…
993 …(ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2…
994 …ec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, …
997 …rEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(2, 1)); } \
998 …alContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(3, 1, 2)); } \
999 …derEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(), c.in[2].swizzle(0, 3, 2, 1)); }
1002 …ec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(1, 0)); } \
1003 … (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(1, 2, 0)); } \
1004 …vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0)); }
1007 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1008 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1009 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1012 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1013 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1014 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1017 …EvalContext& c) { c.color.yz() = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(1, 0).asInt()).as…
1018 …valContext& c) { c.color.xyz() = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(1, 2, 0).asInt())…
1019 …aderEvalContext& c) { c.color = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0).asInt…
1022 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1023 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1024 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1027 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1028 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1029 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1032 …ontext& c) { c.color.yz() = FUNC_NAME((deUint32)c.in[0].z(), c.in[1].swizzle(1, 0).asUint()).a…
1033 …ntext& c) { c.color.xyz() = FUNC_NAME((deUint32)c.in[0].z(), c.in[1].swizzle(1, 2, 0).asUint()…
1034 …valContext& c) { c.color = FUNC_NAME((deUint32)c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0).asUin…
1037 …haderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1…
1038 …derEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(…
1039 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle…
1042 …haderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzle(…
1043 …derEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzle…
1044 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzl…
1048 …haderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzle(…
1049 …derEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzle…
1050 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzl…
1053 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1054 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1055 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1070 … c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0), c.in[2].swizzle(2, 1)… in eval_selection_vec2()
1071 …) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0), c.in[2].swizzle(3, 1… in eval_selection_vec3()
1072 …t& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0), c.in[2].swizzle(0, … in eval_selection_vec4()
1096 … c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0).asInt(), c.in[2].swizzle(2… in eval_selection_ivec2()
1097 ….color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0).asInt(), c.in[2].swizzle(… in eval_selection_ivec3()
1098 … { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0).asInt(), c.in[2].swizzle… in eval_selection_ivec4()
1120 … c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0).asUint(), c.in[2].swizzle(… in eval_selection_uvec2()
1121 ….color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0).asUint(), c.in[2].swizzle… in eval_selection_uvec3()
1122 … { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0).asUint(), c.in[2].swizzl… in eval_selection_uvec4()
1130 …n(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f, 0.0f)), greaterThan(c.in… in eval_selection_bvec2()
1131 …in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f, 0.0f, 0.0f)), greaterThan(c… in eval_selection_bvec3()
1132 …0].z() > 0.0f, greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f, 0.0f, 0.0f, 0.0f)), greaterTh… in eval_selection_bvec4()
1243 …vec3 (ShaderEvalContext& c) { c.color.xyz() = cross(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2… in DECLARE_VEC_FLOAT_FUNCS()
1250 …2 (ShaderEvalContext& c) { c.color.yz() = refract(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, … in eval_refract_vec2()
1251 … (ShaderEvalContext& c) { c.color.xyz() = refract(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, … in eval_refract_vec3()
1252 …_vec4 (ShaderEvalContext& c) { c.color = refract(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, … in eval_refract_vec4()
1258 …rEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, …
1259 …rEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, …
1260 …rEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, …
1264 …(ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, …
1265 …ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, …
1266 …ec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, …
1270 …) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(3, 1)), chopToInt(c.in[1].swizz…
1271 …) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(2, 0, 1)), chopToInt(c.in[1].swizz…
1272 …) { c.color.x() = (float)FUNC_NAME(chopToInt(c.in[0].swizzle(1, 2, 3, 0)), chopToInt(c.in[1].swizz…
1276 …ext& c) { c.color.yz() = FUNC_NAME(chopToInt(c.in[0].swizzle(3, 1)), chopToInt(c.in[1].swizz…
1277 …xt& c) { c.color.xyz() = FUNC_NAME(chopToInt(c.in[0].swizzle(2, 0, 1)), chopToInt(c.in[1].swizz…
1278 …Context& c) { c.color = FUNC_NAME(chopToInt(c.in[0].swizzle(1, 2, 3, 0)), chopToInt(c.in[1].swizz…
1282 …lContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzl…
1283 …lContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzl…
1284 …lContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzl…
1288 …derEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asUint(), c.in[1].swizzl…
1289 …erEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asUint(), c.in[1].swizzl…
1290 …(ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asUint(), c.in[1].swizzl…
1294 …or.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1…
1295 …or.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1…
1296 …or.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1…
1300 … c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1…
1301 …c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1…
1302 …c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1…
1339 …haderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)…
1340 …haderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.…
1341 …haderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4…
1344 …c2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)…
1345 …3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.…
1346 … (ShaderEvalContext& c) { c.color.xyzw() = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4…