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Lines Matching refs:pdec

78 	: ShaderProgram(sglr::pdec::ShaderProgramDeclaration()  in FlatColorShader()
79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader()
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in FlatColorShader()
81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in FlatColorShader()
82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader()
83 << sglr::pdec::VertexSource( in FlatColorShader()
90 << sglr::pdec::FragmentSource( in FlatColorShader()
152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in GradientShader()
153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in GradientShader()
154 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in GradientShader()
155 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader()
156 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in GradientShader()
157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4) in GradientShader()
158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4) in GradientShader()
159 << sglr::pdec::VertexSource( in GradientShader()
169 << sglr::pdec::FragmentSource( in GradientShader()
273 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, … in genTexture2DShaderDecl()
275 sglr::pdec::ShaderProgramDeclaration decl; in genTexture2DShaderDecl()
277 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
278 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
279 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
280 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); in genTexture2DShaderDecl()
282 decl << sglr::pdec::VertexSource( in genTexture2DShaderDecl()
292 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); in genTexture2DShaderDecl()
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()
423 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in TextureCubeShader()
424 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
425 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
426 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
427 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in TextureCubeShader()
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()
432 << sglr::pdec::VertexSource( in TextureCubeShader()
443 << sglr::pdec::FragmentSource( in TextureCubeShader()
561 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in Texture2DArrayShader()
562 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
563 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
564 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
565 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in Texture2DArrayShader()
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()
570 << sglr::pdec::VertexSource( in Texture2DArrayShader()
580 << sglr::pdec::FragmentSource( in Texture2DArrayShader()
669 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in Texture3DShader()
670 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
671 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
672 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
673 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in Texture3DShader()
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()
678 << sglr::pdec::VertexSource( in Texture3DShader()
688 << sglr::pdec::FragmentSource( in Texture3DShader()
777 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in DepthGradientShader()
778 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
779 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
780 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
781 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in DepthGradientShader()
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()
785 << sglr::pdec::VertexSource( in DepthGradientShader()
795 << sglr::pdec::FragmentSource( in DepthGradientShader()