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/dports/graphics/jogamp-jogl/jogl/src/jogl/classes/jogamp/graph/curve/opengl/shader/
H A Dcurverenderer01-pass2-vbaa_allprop01.glsl21 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 …]
H A Dcurverenderer01-pass2-vbaa_bforce_even.glsl16 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 …]
H A Dcurverenderer01-pass2-vbaa_bforce_odd.glsl16 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 …]
/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/spec/glsl-1.10/execution/samplers/
H A Dglsl-fs-lots-of-tex.shader_test19 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 …]
/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/glsl/
H A Dbokeh_fp.glsl24 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 …]
H A Ddown4x_fp.glsl11 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 …]
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/glsl/
H A Dbokeh_fp.glsl24 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 …]
H A Ddown4x_fp.glsl11 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 …]
/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_horizontal/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_horizontal/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_vertical/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mess/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_vertical/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_horizontal/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_right_vertical/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_horizontal/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mame/mame-mame0226/src/osd/modules/render/bgfx/shaders/chains/pillarbox_left_vertical/
H A Dfs_gaussian.sc28 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 …]
/dports/emulators/mess/mame-mame0226/3rdparty/glm/test/external/gli/core/
H A Dtexture2d.inl7 // 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 …]
H A Doperation.hpp17 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 …]
H A Dgenerate_mipmaps.inl13 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();
34texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensio…
36 texture2D::size_type Components = Result[Level + 0].components();
[all …]
H A Doperation.inl141 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 …]
/dports/emulators/mame/mame-mame0226/3rdparty/glm/test/external/gli/core/
H A Dtexture2d.inl7 // 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 …]
H A Doperation.hpp17 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,
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H A Dgenerate_mipmaps.inl13 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();
34texture2D::dimensions_type LevelDimensions = Result[Level + 0].dimensions() >> texture2D::dimensio…
36 texture2D::size_type Components = Result[Level + 0].components();
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/examples/09-hdr/
H A Dfs_hdr_lumavg.sc15 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) );
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/examples/09-hdr/
H A Dfs_hdr_lumavg.sc15 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) );
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