Searched refs:gl_in (Results 1 – 10 of 10) sorted by relevance
26 for (int ndx = 0; ndx < gl_in.length(); ++ndx)29 gl_Position = gl_in[ndx].gl_Position;70 for (int ndx = 0; ndx < gl_in.length(); ++ndx)73 gl_Position = gl_in[ndx].gl_Position;114 for (int ndx = 0; ndx < gl_in.length(); ++ndx)117 gl_Position = gl_in[ndx].gl_Position;158 for (int ndx = 0; ndx < gl_in.length(); ++ndx)161 gl_Position = gl_in[ndx].gl_Position;202 for (int ndx = 0; ndx < gl_in.length(); ++ndx)205 gl_Position = gl_in[ndx].gl_Position;[all …]
27 for (int ndx = 0; ndx < gl_in.length(); ++ndx)30 gl_Position = gl_in[ndx].gl_Position;68 for (int ndx = 0; ndx < gl_in.length(); ++ndx)71 gl_Position = gl_in[ndx].gl_Position;111 for (int ndx = 0; ndx < gl_in.length(); ++ndx)114 gl_Position = gl_in[ndx].gl_Position;151 for (int ndx = 0; ndx < gl_in.length(); ++ndx)154 gl_Position = gl_in[ndx].gl_Position;193 for (int ndx = 0; ndx < gl_in.length(); ++ndx)196 gl_Position = gl_in[ndx].gl_Position;[all …]
29 for (int ndx = 0; ndx < gl_in.length(); ++ndx)32 gl_Position = gl_in[ndx].gl_Position;76 for (int ndx = 0; ndx < gl_in.length(); ++ndx)79 gl_Position = gl_in[ndx].gl_Position;123 for (int ndx = 0; ndx < gl_in.length(); ++ndx)126 gl_Position = gl_in[ndx].gl_Position;170 for (int ndx = 0; ndx < gl_in.length(); ++ndx)173 gl_Position = gl_in[ndx].gl_Position;217 for (int ndx = 0; ndx < gl_in.length(); ++ndx)220 gl_Position = gl_in[ndx].gl_Position;[all …]
55 for (int ndx = 0; ndx < gl_in.length(); ++ndx)58 gl_Position = gl_in[ndx].gl_Position;125 for (int ndx = 0; ndx < gl_in.length(); ++ndx)128 gl_Position = gl_in[ndx].gl_Position;197 for (int ndx = 0; ndx < gl_in.length(); ++ndx)200 gl_Position = gl_in[ndx].gl_Position;269 for (int ndx = 0; ndx < gl_in.length(); ++ndx)272 gl_Position = gl_in[ndx].gl_Position;339 for (int ndx = 0; ndx < gl_in.length(); ++ndx)342 gl_Position = gl_in[ndx].gl_Position;[all …]
52 for (int ndx = 0; ndx < gl_in.length(); ++ndx)55 gl_Position = gl_in[ndx].gl_Position;122 for (int ndx = 0; ndx < gl_in.length(); ++ndx)125 gl_Position = gl_in[ndx].gl_Position;192 for (int ndx = 0; ndx < gl_in.length(); ++ndx)195 gl_Position = gl_in[ndx].gl_Position;262 for (int ndx = 0; ndx < gl_in.length(); ++ndx)265 gl_Position = gl_in[ndx].gl_Position;332 for (int ndx = 0; ndx < gl_in.length(); ++ndx)335 gl_Position = gl_in[ndx].gl_Position;[all …]
25 patchVariable[0].a = gl_in[0].gl_Position.x;26 patchVariable[0].b = gl_in[0].gl_Position.yz;27 patchVariable[1].a = gl_in[0].gl_Position.z;28 patchVariable[1].b = gl_in[0].gl_Position.wx;84 patchVariable.a = gl_in[0].gl_Position.x;85 patchVariable.b[0] = gl_in[0].gl_Position.y;86 patchVariable.b[1] = gl_in[0].gl_Position.w;137 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];183 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];229 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
190 for (int ndx = 0; ndx < gl_in.length(); ++ndx)193 gl_Position = gl_in[ndx].gl_Position;
5 in gl_PerVertex { vec4 gl_Position; } gl_in[];11 for (int i=0; i<gl_in.length(); ++i) {12 gl_Position = gl_in[i].gl_Position;13 gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
37 - Pass data in (gl_in/gl_out []) .gl_Position between VS, TCS and TES
8253 if (ir_variable *gl_in = state->symbols->get_variable("gl_in")) in remove_per_vertex_blocks() local8254 per_vertex = gl_in->get_interface_type(); in remove_per_vertex_blocks()