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Lines Matching refs:Uniform

82 					<< sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)  in FlatColorShader()
157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4) in GradientShader()
158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4) in GradientShader()
294 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
295 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
299 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); in genTexture2DShaderDecl()
300 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
301 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
428 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3) in TextureCubeShader()
429 << sglr::pdec::Uniform("u_sampler0", samplerType) in TextureCubeShader()
430 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) in TextureCubeShader()
431 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) in TextureCubeShader()
566 << sglr::pdec::Uniform("u_sampler0", samplerType) in Texture2DArrayShader()
567 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) in Texture2DArrayShader()
568 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) in Texture2DArrayShader()
569 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT) in Texture2DArrayShader()
674 << sglr::pdec::Uniform("u_sampler0", samplerType) in Texture3DShader()
675 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) in Texture3DShader()
676 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) in Texture3DShader()
677 << sglr::pdec::Uniform("u_depth", glu::TYPE_FLOAT) in Texture3DShader()
782 << sglr::pdec::Uniform("u_maxGradient", glu::TYPE_FLOAT) in DepthGradientShader()
783 << sglr::pdec::Uniform("u_minGradient", glu::TYPE_FLOAT) in DepthGradientShader()
784 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in DepthGradientShader()