/dports/graphics/jogamp-jogl/jogl/src/jogl/classes/jogamp/graph/curve/opengl/shader/ |
H A D | curverenderer01-pass2-vbaa_allprop01.glsl | 21 t = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW 22 t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 0.5))); // SW 23 t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 0.5))); // SE 24 t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -0.5))); // NE 32 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -0.5))); 33 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 0.5))); 35 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 1.5))); // 36 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 1.5))); // 38 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 0.5))); // 39 tn += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -0.5))); // [all …]
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H A D | curverenderer01-pass2-vbaa_bforce_even.glsl | 16 t = texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, -0.5))*sample_weight; // NW 17 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 0.5))*sample_weight; // SW 18 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 0.5))*sample_weight; // SE 19 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, -0.5))*sample_weight; // NE 23 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, -0.5))*sample_weight; 24 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, 0.5))*sample_weight; 26 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 1.5))*sample_weight; // 27 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 1.5))*sample_weight; // 29 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, 0.5))*sample_weight; // 30 t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, -0.5))*sample_weight; // [all …]
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H A D | curverenderer01-pass2-vbaa_bforce_odd.glsl | 16 t += texture2D(gcu_FboTexUnit, texCoord)*sample_weight; // CENTER 20 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, -1.0))*sample_weight; // top line 21 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, -1.0))*sample_weight; // top line 22 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, -1.0))*sample_weight; // top line 23 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 0.0))*sample_weight; // Center Left 24 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 0.0))*sample_weight; // Center Right 25 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 1.0))*sample_weight; // bottom line 26 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, 1.0))*sample_weight; // bottom line 27 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 1.0))*sample_weight; // bottom line 38 … t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, -2.0))*sample_weight; // top line [all …]
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/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/spec/glsl-1.10/execution/samplers/ |
H A D | glsl-fs-lots-of-tex.shader_test | 19 vec4 a = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 20 vec4 b = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 21 vec4 c = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 22 vec4 d = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 23 vec4 e = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 24 vec4 f = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 25 vec4 g = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 26 vec4 h = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 27 vec4 i = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); 28 vec4 j = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); [all …]
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/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/glsl/ |
H A D | bokeh_fp.glsl | 24 tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc); 25 tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc); 26 tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc); 27 tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc); 28 tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc); 29 tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc); 30 tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc); 32 tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc); 33 tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc); 34 tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc); [all …]
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H A D | down4x_fp.glsl | 11 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); color = texture2D(u_TextureMap, tc); 12 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc); 13 tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMap, tc); 14 tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color += texture2D(u_TextureMap, tc); 16 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc); 17 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc); 18 tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture2D(u_TextureMap, tc); 19 tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0.5); color += texture2D(u_TextureMap, tc); 21 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc); 22 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_TextureMap, tc); [all …]
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/glsl/ |
H A D | bokeh_fp.glsl | 24 tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc); 25 tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc); 26 tc = var_TexCoords + u_InvTexRes * vec2( c[2], c[4]); color += texture2D(u_TextureMap, tc); 27 tc = var_TexCoords + u_InvTexRes * vec2( c[3], c[3]); color += texture2D(u_TextureMap, tc); 28 tc = var_TexCoords + u_InvTexRes * vec2( c[4], c[2]); color += texture2D(u_TextureMap, tc); 29 tc = var_TexCoords + u_InvTexRes * vec2( c[5], c[1]); color += texture2D(u_TextureMap, tc); 30 tc = var_TexCoords + u_InvTexRes * vec2( c[6], c[0]); color += texture2D(u_TextureMap, tc); 32 tc = var_TexCoords + u_InvTexRes * vec2( c[1], -c[5]); color += texture2D(u_TextureMap, tc); 33 tc = var_TexCoords + u_InvTexRes * vec2( c[2], -c[4]); color += texture2D(u_TextureMap, tc); 34 tc = var_TexCoords + u_InvTexRes * vec2( c[3], -c[3]); color += texture2D(u_TextureMap, tc); [all …]
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H A D | down4x_fp.glsl | 11 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -1.5); color = texture2D(u_TextureMap, tc); 12 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -1.5); color += texture2D(u_TextureMap, tc); 13 tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -1.5); color += texture2D(u_TextureMap, tc); 14 tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -1.5); color += texture2D(u_TextureMap, tc); 16 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, -0.5); color += texture2D(u_TextureMap, tc); 17 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, -0.5); color += texture2D(u_TextureMap, tc); 18 tc = var_TexCoords + u_InvTexRes * vec2( 0.5, -0.5); color += texture2D(u_TextureMap, tc); 19 tc = var_TexCoords + u_InvTexRes * vec2( 1.5, -0.5); color += texture2D(u_TextureMap, tc); 21 tc = var_TexCoords + u_InvTexRes * vec2(-1.5, 0.5); color += texture2D(u_TextureMap, tc); 22 tc = var_TexCoords + u_InvTexRes * vec2(-0.5, 0.5); color += texture2D(u_TextureMap, tc); [all …]
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/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_horizontal/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_horizontal/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_vertical/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_vertical/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_horizontal/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_vertical/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_horizontal/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_vertical/ |
H A D | fs_gaussian.sc | 28 sum += texture2D(s_tex, v_texcoord0 - vec2(12.0, 12.0) * blur) * 0.001133; 29 sum += texture2D(s_tex, v_texcoord0 - vec2(11.0, 11.0) * blur) * 0.002316; 30 sum += texture2D(s_tex, v_texcoord0 - vec2(10.0, 10.0) * blur) * 0.00445; 31 sum += texture2D(s_tex, v_texcoord0 - vec2(9.0, 9.0) * blur) * 0.008033; 32 sum += texture2D(s_tex, v_texcoord0 - vec2(8.0, 8.0) * blur) * 0.013627; 33 sum += texture2D(s_tex, v_texcoord0 - vec2(7.0, 7.0) * blur) * 0.021724; 34 sum += texture2D(s_tex, v_texcoord0 - vec2(6.0, 6.0) * blur) * 0.032542; 35 sum += texture2D(s_tex, v_texcoord0 - vec2(5.0, 5.0) * blur) * 0.04581; 36 sum += texture2D(s_tex, v_texcoord0 - vec2(4.0, 4.0) * blur) * 0.0606; 41 vec4 d0 = texture2D(s_tex, v_texcoord0) * 0.099654; [all …]
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/dports/emulators/mess/mame-mame0226/3rdparty/glm/test/external/gli/core/ |
H A D | texture2d.inl | 7 // File : gli/core/texture2D.inl 16 texture2D const & Texture 19 texture2D::size_type Result = 0; 26 inline texture2D::texture2D() function in gli::texture2D 29 inline texture2D::texture2D function in gli::texture2D 37 //inline texture2D::texture2D 52 inline texture2D::~texture2D() 70 inline texture2D::format_type texture2D::format() const 75 inline texture2D::level_type texture2D::levels() const 80 inline void texture2D::resize [all …]
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H A D | operation.hpp | 17 texture2D duplicate(texture2D const & Texture); 18 texture2D flip(texture2D const & Texture); 19 texture2D mirror(texture2D const & Texture); 20 texture2D swizzle( 21 texture2D const & Texture, 23 texture2D crop( 24 texture2D const & Texture, 25 texture2D::dimensions_type const & Position, 26 texture2D::dimensions_type const & Size); 30 texture2D::dimensions_type const & Position, [all …]
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H A D | generate_mipmaps.inl | 13 inline texture2D generateMipmaps 15 texture2D const & Image, 16 texture2D::level_type const & BaseLevel 20 texture2D::format_type Format = Image[BaseLevel].format(); 25 texture2D Result(Levels); 26 for(texture2D::level_type Level = 0; Level <= BaseLevel; ++Level) 29 for(texture2D::level_type Level = BaseLevel; Level < Levels - 1; ++Level) 32 texture2D::value_type * DataSrc = Result[Level + 0].data(); 34 …texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensio… 36 texture2D::size_type Components = Result[Level + 0].components(); [all …]
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H A D | operation.inl | 141 inline texture2D duplicate(texture2D const & Texture2D) 143 texture2D Result(Texture2D.levels()); 149 inline texture2D flip(texture2D const & Texture2D) 157 inline texture2D mirror(texture2D const & Texture2D) 165 inline texture2D crop 167 texture2D const & Texture2D, 181 inline texture2D swizzle 183 texture2D const & Texture2D, 193 inline texture2D copy 195 texture2D const & SrcImage, [all …]
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/dports/emulators/mame/mame-mame0226/3rdparty/glm/test/external/gli/core/ |
H A D | texture2d.inl | 7 // File : gli/core/texture2D.inl 16 texture2D const & Texture 19 texture2D::size_type Result = 0; 26 inline texture2D::texture2D() function in gli::texture2D 29 inline texture2D::texture2D function in gli::texture2D 37 //inline texture2D::texture2D 52 inline texture2D::~texture2D() 70 inline texture2D::format_type texture2D::format() const 75 inline texture2D::level_type texture2D::levels() const 80 inline void texture2D::resize [all …]
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H A D | operation.hpp | 17 texture2D duplicate(texture2D const & Texture); 18 texture2D flip(texture2D const & Texture); 19 texture2D mirror(texture2D const & Texture); 20 texture2D swizzle( 21 texture2D const & Texture, 23 texture2D crop( 24 texture2D const & Texture, 25 texture2D::dimensions_type const & Position, 26 texture2D::dimensions_type const & Size); 30 texture2D::dimensions_type const & Position, [all …]
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H A D | generate_mipmaps.inl | 13 inline texture2D generateMipmaps 15 texture2D const & Image, 16 texture2D::level_type const & BaseLevel 20 texture2D::format_type Format = Image[BaseLevel].format(); 25 texture2D Result(Levels); 26 for(texture2D::level_type Level = 0; Level <= BaseLevel; ++Level) 29 for(texture2D::level_type Level = BaseLevel; Level < Levels - 1; ++Level) 32 texture2D::value_type * DataSrc = Result[Level + 0].data(); 34 …texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensio… 36 texture2D::size_type Components = Result[Level + 0].components(); [all …]
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/09-hdr/ |
H A D | fs_hdr_lumavg.sc | 15 sum = decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 0].xy) ); 16 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 1].xy) ); 17 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 2].xy) ); 18 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 3].xy) ); 19 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 4].xy) ); 20 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 5].xy) ); 21 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 6].xy) ); 22 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 7].xy) ); 23 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 8].xy) ); 24 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 9].xy) ); [all …]
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/09-hdr/ |
H A D | fs_hdr_lumavg.sc | 15 sum = decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 0].xy) ); 16 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 1].xy) ); 17 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 2].xy) ); 18 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 3].xy) ); 19 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 4].xy) ); 20 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 5].xy) ); 21 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 6].xy) ); 22 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 7].xy) ); 23 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 8].xy) ); 24 sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 9].xy) ); [all …]
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