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    Searched refs:a_texCoord (Results 1 - 5 of 5) sorted by null

  /external/chromium_org/gpu/tools/compositor_model_bench/
shaders.cc 130 attribute vec2 a_texCoord;
138 y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x,
139 a_texCoord.y);
140 uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x,
141 a_texCoord.y);
147 attribute vec2 a_texCoord;
152 v_texCoord = a_texCoord;
158 attribute vec2 a_texCoord;
164 v_texCoord = a_texCoord*texTransform.zw + texTransform.xy;
264 "a_texCoord");
    [all...]
  /external/chromium_org/cc/output/
geometry_binding.cc 19 float a_texCoord[2];
shader.cc 178 attribute TexCoordPrecision vec2 a_texCoord;
183 v_texCoord = a_texCoord;
215 attribute TexCoordPrecision vec2 a_texCoord;
221 v_texCoord = a_texCoord * texScale;
285 attribute TexCoordPrecision vec2 a_texCoord;
296 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
616 attribute TexCoordPrecision vec2 a_texCoord;
623 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
    [all...]
  /external/chromium_org/gpu/command_buffer/tests/
gl_bind_uniform_location_unittest.cc 110 attribute vec2 a_texCoord;
  /external/chromium_org/third_party/WebKit/Source/platform/graphics/filters/custom/
CustomFilterValidatedProgram.cpp 55 nameToTypeMap->set("a_texCoord", SH_FLOAT_VEC2);
221 // If the author defined a_texCoord, we can use it to shuttle the texture coordinate to the fragment shader.
222 // Note that vertex attributes are read-only in GLSL, so the author could not have changed a_texCoord's value.
223 // Also, note that we would have already rejected the shader if the author defined a_texCoord with the wrong type.
226 if (symbols[i].name == "a_texCoord")
231 m_validatedVertexShader.append("attribute mediump vec2 a_texCoord;");
242 css_v_texCoord = a_texCoord;

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