/dports/graphics/glslang/glslang-11.7.1/Test/baseResults/ |
H A D | spv.always-discard2.frag.out | 17 Name 21 "tex_coord" 20 Decorate 21(tex_coord) Location 0 34 21(tex_coord): 20(ptr) Variable Input 53 25: 24(ptr) AccessChain 21(tex_coord) 23 58 32: 24(ptr) AccessChain 21(tex_coord) 31
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/dports/benchmarks/vkpeak/vkpeak-20210430/ncnn/glslang/Test/baseResults/ |
H A D | spv.always-discard2.frag.out | 17 Name 21 "tex_coord" 20 Decorate 21(tex_coord) Location 0 34 21(tex_coord): 20(ptr) Variable Input 53 25: 24(ptr) AccessChain 21(tex_coord) 23 58 32: 24(ptr) AccessChain 21(tex_coord) 31
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/dports/graphics/realsr-ncnn-vulkan/realsr-ncnn-vulkan-20210210/src/ncnn/glslang/Test/baseResults/ |
H A D | spv.always-discard2.frag.out | 17 Name 21 "tex_coord" 20 Decorate 21(tex_coord) Location 0 34 21(tex_coord): 20(ptr) Variable Input 53 25: 24(ptr) AccessChain 21(tex_coord) 23 58 32: 24(ptr) AccessChain 21(tex_coord) 31
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/dports/games/retroarch/RetroArch-1.9.7/gfx/drivers_display/ |
H A D | gfx_display_d3d8.c | 123 const float *tex_coord = NULL; in gfx_display_d3d8_draw() local 140 tex_coord = draw->coords->tex_coord; in gfx_display_d3d8_draw() 145 if (!tex_coord) in gfx_display_d3d8_draw() 146 tex_coord = &d3d8_tex_coords[0]; in gfx_display_d3d8_draw() 160 pv[i].u = *tex_coord++; in gfx_display_d3d8_draw() 161 pv[i].v = *tex_coord++; in gfx_display_d3d8_draw()
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/dports/math/geogram/geogram-1.7.7/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/ |
H A D | geometry_shader_preamble.h | 13 vec4 tex_coord[glup_nb_vertices_per_GL_v]; variable 24 vec4 tex_coord[glup_nb_vertices_per_GL_v]; variable 31 vec4 tex_coord; variable 42 vec4 tex_coord; variable 81 return VertexIn[i0].tex_coord[i1]; in tex_coord_in() 102 return VertexIn[i].tex_coord; in tex_coord_in() 192 VertexOut.tex_coord = tex_coord_in(i); in emit_vertex()
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/core/ |
H A D | polygon.c | 457 … tv.tex_coord[0] = prev_v->tex_coord[0] + t * (curr_v->tex_coord[0] - prev_v->tex_coord[0]); in Polygon_Split() 458 … tv.tex_coord[1] = prev_v->tex_coord[1] + t * (curr_v->tex_coord[1] - prev_v->tex_coord[1]); in Polygon_Split() 482 … tv.tex_coord[0] = prev_v->tex_coord[0] + t * (curr_v->tex_coord[0] - prev_v->tex_coord[0]); in Polygon_Split() 483 … tv.tex_coord[1] = prev_v->tex_coord[1] + t * (curr_v->tex_coord[1] - prev_v->tex_coord[1]); in Polygon_Split()
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/dports/misc/vxl/vxl-3.3.2/contrib/brl/bbas/bmsh3d/ |
H A D | bmsh3d_textured_face_mc.h | 73 vgl_point_2d<double> tex_coord(0.0, 0.0); in _add_vertex() 74 _add_vertex(vertex,tex_coord); in _add_vertex() 77 void _add_vertex (bmsh3d_vertex* vertex, vgl_point_2d<double> tex_coord) { in _add_vertex() argument 79 tex_coords_[vertex->id()] = tex_coord; in _add_vertex()
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/dports/math/geogram/geogram-1.7.7/src/lib/geogram_gfx/GLUP/shaders/fullscreen/ |
H A D | depth_dependent_blur_fragment_shader.h | 4 glup_in vec2 tex_coord; variable 66 cur_pix_coords = vec2(x_offset, y_offset) + tex_coord; 68 if(get_z_dist(tex_coord, cur_pix_coords) <= threshold) { 92 cur_pix_coords = vec2(x_offset, y_offset) + tex_coord; 94 if(get_z_dist(tex_coord, cur_pix_coords) <= threshold) {
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/dports/devel/sfml/SFML-2.5.1/examples/shader/resources/ |
H A D | billboard.geom | 16 out vec2 tex_coord; 35 tex_coord = vec2(1.f, 1.f); 40 tex_coord = vec2(0.f, 1.f); 45 tex_coord = vec2(1.f, 0.f); 50 tex_coord = vec2(0.f, 0.f);
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/dports/emulators/citra/citra-ac98458e0/src/video_core/renderer_opengl/texture_filters/scale_force/ |
H A D | scale_force.frag | 29 in vec2 tex_coord; 97 vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1)); 98 vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1)); 99 vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1)); 100 vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0)); 101 vec4 cc = textureLod(input_texture, tex_coord, 0.0); 102 vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0)); 103 vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1)); 104 vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1)); 105 vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1)); [all …]
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/dports/emulators/citra-qt5/citra-ac98458e0/src/video_core/renderer_opengl/texture_filters/scale_force/ |
H A D | scale_force.frag | 29 in vec2 tex_coord; 97 vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1)); 98 vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1)); 99 vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1)); 100 vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0)); 101 vec4 cc = textureLod(input_texture, tex_coord, 0.0); 102 vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0)); 103 vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1)); 104 vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1)); 105 vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1)); [all …]
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/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/spec/arb_texture_rg/execution/ |
H A D | fs-shadow2d-red-01.shader_test | 20 varying vec4 tex_coord; 24 tex_coord = (gl_Vertex + 1.0) / 2.0; 31 varying vec4 tex_coord; 34 gl_FragColor = shadow2D(tex, tex_coord.xyy);
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H A D | fs-shadow2d-red-02.shader_test | 20 varying vec4 tex_coord; 24 tex_coord = (gl_Vertex + 1.0) / 2.0; 31 varying vec4 tex_coord; 34 gl_FragColor = shadow2D(tex, tex_coord.xyy);
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H A D | fs-shadow2d-red-03.shader_test | 20 varying vec4 tex_coord; 24 tex_coord = (gl_Vertex + 1.0) / 2.0; 31 varying vec4 tex_coord; 34 gl_FragColor = shadow2D(tex, tex_coord.xyy);
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/dports/graphics/piglit/piglit-136a7f5fa0703603be1ffb338abe4865e76a8058/tests/spec/glsl-1.30/execution/ |
H A D | fs-texture-sampler2dshadow-02.shader_test | 12 out vec4 tex_coord; 15 tex_coord = (gl_Vertex + 1.0) / 2.0; 22 in vec4 tex_coord; 24 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-03.shader_test | 12 out vec4 tex_coord; 15 tex_coord = (gl_Vertex + 1.0) / 2.0; 22 in vec4 tex_coord; 24 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-06.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-07.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-10.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-01.shader_test | 12 out vec4 tex_coord; 15 tex_coord = (gl_Vertex + 1.0) / 2.0; 22 in vec4 tex_coord; 24 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-04.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-05.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-08.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-09.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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H A D | fs-texture-sampler2dshadow-11.shader_test | 11 out vec4 tex_coord; 14 tex_coord = (gl_Vertex + 1.0) / 2.0; 21 in vec4 tex_coord; 23 float s = texture(tex, tex_coord.xyy);
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