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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
;
Completed in 52 milliseconds