/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/shaders/ |
H A D | antialiasing_frag.glsl | 109 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 …]
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/shaders/ |
H A D | effect_temporal_aa.glsl | 65 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));
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/39-assao/ |
H A D | cs_assao_prepare_depths_and_normals_half.sc | 90 …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 …
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H A D | cs_assao_prepare_depths_and_normals.sc | 92 …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 …
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/39-assao/ |
H A D | cs_assao_prepare_depths_and_normals_half.sc | 90 …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 …
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H A D | cs_assao_prepare_depths_and_normals.sc | 92 …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 …
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/shaders/ |
H A D | workbench_effect_dof_frag.glsl | 160 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 …]
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/dports/www/firefox-esr/firefox-91.8.0/gfx/wr/webrender/res/ |
H A D | base.glsl | 18 // 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…
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/dports/www/firefox/firefox-99.0/gfx/wr/webrender/res/ |
H A D | base.glsl | 18 // 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…
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/dports/mail/thunderbird/thunderbird-91.8.0/gfx/wr/webrender/res/ |
H A D | base.glsl | 18 // 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…
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/dports/www/geckodriver/mozilla-central-e9783a644016aa9b317887076618425586730d73/testing/geckodriver/cargo-crates/webrender-0.60.0/res/ |
H A D | base.glsl | 18 // 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…
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/dports/lang/spidermonkey60/firefox-60.9.0/gfx/webrender/res/ |
H A D | base.glsl | 18 // 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…
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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders-hlsl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/shaders-msl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-hlsl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-hlsl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/shaders-msl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders-msl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/shaders-hlsl/frag/ |
H A D | texel-fetch-offset.frag | 8 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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/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/spirv-cross/spirv-cross/shaders/frag/ |
H A D | texel-fetch-offset.frag | 8 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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