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Lines Matching refs:ShaderEvalContext

218 void evalSequenceNoSideEffCase0	(ShaderEvalContext& ctx) { ctx.color		= sequenceNoSideEffCase0		(ct…  in evalSequenceNoSideEffCase0()
219 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEff… in evalSequenceNoSideEffCase1()
220 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2 … in evalSequenceNoSideEffCase2()
221 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3 (ct… in evalSequenceNoSideEffCase3()
222 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0 (ctx.i… in evalSequenceSideEffCase0()
223 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase… in evalSequenceSideEffCase1()
224 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2 (c… in evalSequenceSideEffCase2()
225 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3 (ctx.i… in evalSequenceSideEffCase3()
588 virtual void evaluate (ShaderEvalContext& ctx) in evaluate()
901 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
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…
907 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
908 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
909 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
910 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
913 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
914 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
915 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
916 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
919 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
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…
925 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
926 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
927 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0…
928 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
931 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
934 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
935 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
936 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
937 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
940 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
941 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
942 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
943 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
946 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].…
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, …
952 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].…
953 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
954 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
955 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
958 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
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, …
964 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
965 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
966 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
967 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
970 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].…
971 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
972 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
973 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
976 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
977 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
978 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
979 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
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 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
993 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
994 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
997 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1…
998 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[…
999 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(…
1002 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.…
1003 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c…
1004 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1…
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 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME((int)c.in[0].z(), …
1018 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME((int)c.in[0].z(),…
1019 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME((int)c.in[0].z(), …
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 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME((deUint32)c.in[0].…
1033 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME((deUint32)c.in[0]…
1034 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME((deUint32)c.in[0].z(),…
1037 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1038 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1039 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1042 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1043 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1044 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1047 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
1048 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1049 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1050 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
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, …
1069 void eval_selection_float (ShaderEvalContext& c) { c.color.x() = selection(c.in[0].z() > 0.0f, c.i… in DECLARE_UNARY_GENTYPE_FUNCS()
1070 void eval_selection_vec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.i… in eval_selection_vec2()
1071 void eval_selection_vec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.… in eval_selection_vec3()
1072 void eval_selection_vec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1]… in eval_selection_vec4()
1088 void eval_leftShift_int (ShaderEvalContext& c) { c.color.x() = (float)leftShift((int)c.in[0].z(), … in DECLARE_UNARY_INT_GENTYPE_FUNCS()
1090 void eval_rightShift_int (ShaderEvalContext& c) { c.color.x() = (float)rightShift((int)c.in[0].z(),… in DECLARE_BINARY_INT_VEC_FUNCS()
1095 void eval_selection_int (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f… in DECLARE_IVEC_INT_FUNCS()
1096 void eval_selection_ivec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c… in eval_selection_ivec2()
1097 void eval_selection_ivec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, … in eval_selection_ivec3()
1098 void eval_selection_ivec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[… in eval_selection_ivec4()
1119 void eval_selection_uint (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f… in DECLARE_UNARY_UINT_GENTYPE_FUNCS()
1120 void eval_selection_uvec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c… in eval_selection_uvec2()
1121 void eval_selection_uvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, … in eval_selection_uvec3()
1122 void eval_selection_uvec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[… in eval_selection_uvec4()
1129 void eval_selection_bool (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f… in DECLARE_BINARY_BOOL_FUNCS()
1130 void eval_selection_bvec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, g… in eval_selection_bvec2()
1131 void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, … in eval_selection_bvec3()
1132 void eval_selection_bvec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, great… in eval_selection_bvec4()
1243 void eval_cross_vec3 (ShaderEvalContext& c) { c.color.xyz() = cross(c.in[0].swizzle(2, 0, 1), c.in[… in DECLARE_VEC_FLOAT_FUNCS()
1249 void eval_refract_float (ShaderEvalContext& c) { c.color.x() = refract(c.in[0].z(), … in DECLARE_TERNARY_GENTYPE_FUNCS()
1250 void eval_refract_vec2 (ShaderEvalContext& c) { c.color.yz() = refract(c.in[0].swizzle(3, 1), … in eval_refract_vec2()
1251 void eval_refract_vec3 (ShaderEvalContext& c) { c.color.xyz() = refract(c.in[0].swizzle(2, 0, 1), … in eval_refract_vec3()
1252 void eval_refract_vec4 (ShaderEvalContext& c) { c.color = refract(c.in[0].swizzle(1, 2, 3, 0), c.i… in eval_refract_vec4()
1257 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(),…
1258 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
1259 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
1260 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
1263 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(),…
1264 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
1265 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
1266 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
1269 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.i…
1270 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
1271 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
1272 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
1275 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.i…
1276 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(chopToInt(c.in[0].…
1277 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(chopToInt(c.in[0]…
1278 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(chopToInt(c.in[0].swiz…
1281 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
1282 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swiz…
1283 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swiz…
1284 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swiz…
1287 …void eval_##FUNC_NAME##_uint (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((deUint32)c.i…
1288 …void eval_##FUNC_NAME##_uvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
1289 …void eval_##FUNC_NAME##_uvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
1290 …void eval_##FUNC_NAME##_uvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
1293 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
1294 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
1295 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
1296 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
1299 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
1300 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
1301 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
1302 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
1339 …void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
1340 …void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
1341 …void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
1344 …void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
1345 …void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
1346 …void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.xyzw() = FUNC_NAME(greaterThan(c.in…