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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/
H A Dantialiasing_frag.glsl109 vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0));
110 vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0));
111 vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1));
112 vec4 neightbor_col3 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, -1));
114 vec3 neightbor_line0 = texelFetchOffset(lineTex, center_texel, 0, ivec2(1, 0)).rgb;
115 vec3 neightbor_line1 = texelFetchOffset(lineTex, center_texel, 0, ivec2(-1, 0)).rgb;
116 vec3 neightbor_line2 = texelFetchOffset(lineTex, center_texel, 0, ivec2(0, 1)).rgb;
120 depths.x = texelFetchOffset(depthTex, center_texel, 0, ivec2(1, 0)).r;
121 depths.y = texelFetchOffset(depthTex, center_texel, 0, ivec2(-1, 0)).r;
122 depths.z = texelFetchOffset(depthTex, center_texel, 0, ivec2(0, 1)).r;
[all …]
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/
H A Deffect_temporal_aa.glsl65 vec4 c02 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 1));
66 vec4 c12 = texelFetchOffset(colorBuffer, texel, 0, ivec2(0, 1));
67 vec4 c22 = texelFetchOffset(colorBuffer, texel, 0, ivec2(1, 1));
68 vec4 c01 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, 0));
69 vec4 c11 = texelFetchOffset(colorBuffer, texel, 0, ivec2(0, 0));
70 vec4 c21 = texelFetchOffset(colorBuffer, texel, 0, ivec2(1, 0));
71 vec4 c00 = texelFetchOffset(colorBuffer, texel, 0, ivec2(-1, -1));
72 vec4 c10 = texelFetchOffset(colorBuffer, texel, 0, ivec2(0, -1));
73 vec4 c20 = texelFetchOffset(colorBuffer, texel, 0, ivec2(1, -1));
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/39-assao/
H A Dcs_assao_prepare_depths_and_normals_half.sc90 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
91 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
92 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
93 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
95 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
96 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
97 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
98 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
H A Dcs_assao_prepare_depths_and_normals.sc92 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
93 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
94 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
95 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
97 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
98 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
99 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
100 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/39-assao/
H A Dcs_assao_prepare_depths_and_normals_half.sc90 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
91 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
92 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
93 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
95 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
96 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
97 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
98 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
H A Dcs_assao_prepare_depths_and_normals.sc92 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
93 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
94 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
95 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
97 …float z0 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 0 …
98 …float z1 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 0 …
99 …float z2 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 0, 1 …
100 …float z3 = ScreenSpaceToViewSpaceDepth( texelFetchOffset(s_depthSource, baseCoord, 0, ivec2( 1, 1 …
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/shaders/
H A Dworkbench_effect_dof_frag.glsl160 vec2 cocs1 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 0)).rg;
161 vec2 cocs2 = texelFetchOffset(inputCocTex, texel, 0, ivec2(1, 0)).rg;
162 vec2 cocs3 = texelFetchOffset(inputCocTex, texel, 0, ivec2(2, 0)).rg;
163 vec2 cocs4 = texelFetchOffset(inputCocTex, texel, 0, ivec2(3, 0)).rg;
164 vec2 cocs5 = texelFetchOffset(inputCocTex, texel, 0, ivec2(4, 0)).rg;
165 vec2 cocs6 = texelFetchOffset(inputCocTex, texel, 0, ivec2(5, 0)).rg;
166 vec2 cocs7 = texelFetchOffset(inputCocTex, texel, 0, ivec2(6, 0)).rg;
167 vec2 cocs8 = texelFetchOffset(inputCocTex, texel, 0, ivec2(7, 0)).rg;
170 vec2 cocs1 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 0)).rg;
171 vec2 cocs2 = texelFetchOffset(inputCocTex, texel, 0, ivec2(0, 1)).rg;
[all …]
/dports/www/firefox-esr/firefox-91.8.0/gfx/wr/webrender/res/
H A Dbase.glsl18 // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
24 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
30 … // texelFetchOffset introduces a variety of shader compilation bugs on macOS Intel so avoid it.
33 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
/dports/www/firefox/firefox-99.0/gfx/wr/webrender/res/
H A Dbase.glsl18 // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
24 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
30 … // texelFetchOffset introduces a variety of shader compilation bugs on macOS Intel so avoid it.
33 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
/dports/mail/thunderbird/thunderbird-91.8.0/gfx/wr/webrender/res/
H A Dbase.glsl18 // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
24 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
30 … // texelFetchOffset introduces a variety of shader compilation bugs on macOS Intel so avoid it.
33 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
/dports/www/geckodriver/mozilla-central-e9783a644016aa9b317887076618425586730d73/testing/geckodriver/cargo-crates/webrender-0.60.0/res/
H A Dbase.glsl18 // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
23 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
27 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
/dports/lang/spidermonkey60/firefox-60.9.0/gfx/webrender/res/
H A Dbase.glsl18 // texelFetchOffset is buggy on some Android GPUs (see issue #1694).
23 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
27 …#define TEXEL_FETCH(sampler, position, lod, offset) texelFetchOffset(sampler, position, lod, offse…
/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders-hlsl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders-msl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-hlsl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-hlsl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders-msl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders-hlsl/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));
/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/spirv-cross/spirv-cross/shaders/frag/
H A Dtexel-fetch-offset.frag8 FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1));
9 FragColor += texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(-1, 1));

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