Lines Matching refs:uniforms
1203 SolidColorProgramUniforms* uniforms) {
1204 uniforms->program = program->program();
1205 uniforms->matrix_location = program->vertex_shader().matrix_location();
1206 uniforms->viewport_location = program->vertex_shader().viewport_location();
1207 uniforms->quad_location = program->vertex_shader().quad_location();
1208 uniforms->edge_location = program->vertex_shader().edge_location();
1209 uniforms->color_location = program->fragment_shader().color_location();
1322 SolidColorProgramUniforms uniforms;
1324 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1326 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1327 SetUseProgram(uniforms.program);
1330 gl_->Uniform4f(uniforms.color_location,
1340 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1341 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1351 SetShaderQuadF(local_quad, uniforms.quad_location);
1361 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1377 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1378 uniforms->program = program->program();
1379 uniforms->matrix_location = program->vertex_shader().matrix_location();
1380 uniforms->viewport_location = program->vertex_shader().viewport_location();
1381 uniforms->quad_location = program->vertex_shader().quad_location();
1382 uniforms->edge_location = program->vertex_shader().edge_location();
1383 uniforms->vertex_tex_transform_location =
1386 uniforms->sampler_location = program->fragment_shader().sampler_location();
1387 uniforms->alpha_location = program->fragment_shader().alpha_location();
1388 uniforms->fragment_tex_transform_location =
1476 TileProgramUniforms uniforms;
1480 &uniforms);
1483 &uniforms);
1489 &uniforms);
1492 &uniforms);
1498 &uniforms);
1501 &uniforms);
1506 SetUseProgram(uniforms.program);
1507 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1514 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1515 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1518 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1524 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1542 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1556 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1557 SetShaderQuadF(local_quad, uniforms.quad_location);
1567 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);