Searched refs:fCoverageUniform (Results 1 – 1 of 1) sorted by relevance
132 fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag, in onEmitCode()178 pdman.set1f(fCoverageUniform, GrNormalizeByteToFloat(dgp.coverage())); in setData()196 UniformHandle fCoverageUniform; member in DefaultGeoProc::GLSLProcessor