Searched refs:mask_coord (Results 1 – 15 of 15) sorted by relevance
/dports/editors/libreoffice6/libreoffice-6.4.7.2/vcl/opengl/shaders/ |
H A D | combinedTextureFragmentShader.glsl | 14 varying vec2 mask_coord; 43 vec4 texelMask = texture2D(mask, mask_coord); 50 vec4 texelMask = texture2D(mask, mask_coord); 56 vec4 texelMask = texture2D(mask, mask_coord);
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H A D | maskedTextureFragmentShader.glsl | 14 varying vec2 mask_coord; 22 texel1 = texture2D(mask, mask_coord);
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H A D | maskedTextureVertexShader.glsl | 16 varying vec2 mask_coord; 23 mask_coord = mask_coord_in;
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H A D | transformedTextureVertexShader.glsl | 19 varying vec2 mask_coord; 25 mask_coord = mask_coord_in;
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H A D | blendedTextureVertexShader.glsl | 18 varying vec2 mask_coord; 25 mask_coord = mask_coord_in;
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H A D | diffTextureFragmentShader.glsl | 14 varying vec2 mask_coord; 23 texel1 = texture2D(mask, mask_coord);
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H A D | blendedTextureFragmentShader.glsl | 14 varying vec2 mask_coord; 25 texel1 = texture2D(mask, mask_coord);
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H A D | combinedTextureVertexShader.glsl | 21 varying vec2 mask_coord; 36 mask_coord = mask_coord_in;
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H A D | areaScaleFastFragmentShader.glsl | 26 varying vec2 mask_coord; 47 texel.a = 1.0 - texture2D( mask, mask_coord.st + offset ).r;
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H A D | areaScaleFragmentShader.glsl | 29 varying vec2 mask_coord; 40 texel.a = 1.0 - texture2D(mask, pos - tex_coord.st + mask_coord.st).r; 229 texel.a = 1.0 - texture2D( mask, pos - tex_coord.st + mask_coord.st ).r;
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/dports/devel/efl/efl-1.25.1/src/lib/ector/gl/shader/ |
H A D | vertex.glsl | 55 attribute vec4 mask_coord; 131 // mask_coord.w contains the Y-invert flag 133 …vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5,… 134 tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
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/dports/devel/efl/efl-1.25.1/src/modules/evas/engines/gl_common/shader/ |
H A D | vertex.glsl | 58 attribute vec4 mask_coord; 144 // mask_coord.w contains the Y-invert flag 146 …vec4 window_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.… 152 tex_m = pos[rotation_id] * abs(mask_coord.zw) + mask_coord.xy;
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/dports/games/openage/openage-0.3.0-1262-ga554ab49/libopenage/ |
H A D | texture.h | 41 extern GLint base_texture, mask_texture, base_coord, mask_coord, show_mask;
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H A D | texture.cpp | 34 GLint base_texture, mask_texture, base_coord, mask_coord, show_mask; variable 257 masktexcoord_id = &alphamask_shader::mask_coord; in draw()
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H A D | game_renderer.cpp | 149 alphamask_shader::mask_coord = alphamask_shader::program->get_attribute_id("mask_tex_coordinates");
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