Lines Matching defs:in
8 * you may not use this file except in compliance with the License.
13 * Unless required by applicable law or agreed to in writing, software
78 // \note Input1 should not contain 0 components as it is used as divisor in div cases.
520 m.setColumn(0, evalCtx.in[0].swizzle(0,1));
521 m.setColumn(1, evalCtx.in[1].swizzle(0,1));
529 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
530 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
538 m.setColumn(0, evalCtx.in[0]);
539 m.setColumn(1, evalCtx.in[1]);
547 m.setColumn(0, evalCtx.in[0].swizzle(0,1));
548 m.setColumn(1, evalCtx.in[1].swizzle(0,1));
549 m.setColumn(2, evalCtx.in[2].swizzle(0,1));
557 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
558 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
559 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
567 m.setColumn(0, evalCtx.in[0]);
568 m.setColumn(1, evalCtx.in[1]);
569 m.setColumn(2, evalCtx.in[2]);
577 m.setColumn(0, evalCtx.in[0].swizzle(0,1));
578 m.setColumn(1, evalCtx.in[1].swizzle(0,1));
579 m.setColumn(2, evalCtx.in[2].swizzle(0,1));
580 m.setColumn(3, evalCtx.in[3].swizzle(0,1));
588 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
589 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
590 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
591 m.setColumn(3, evalCtx.in[3].swizzle(0,1,2));
599 m.setColumn(0, evalCtx.in[0]);
600 m.setColumn(1, evalCtx.in[1]);
601 m.setColumn(2, evalCtx.in[2]);
602 m.setColumn(3, evalCtx.in[3]);
1489 vtx << "in highp vec4 a_position;\n";
1494 frag << "in mediump vec4 v_color;\n";
1500 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
1501 const char* precName = getPrecisionName(in.precision);
1502 const char* typeName = getDataTypeName(in.dataType);
1505 if (in.inputType == INPUTTYPE_DYNAMIC)
1507 vtx << "in " << precName << " " << typeName << " a_";
1509 if (isDataTypeMatrix(in.dataType))
1516 frag << "in " << precName << " " << typeName << " v_" << typeName << ";\n";
1520 inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
1529 frag << "in " << precName << " " << typeName << " v_coords;\n";
1536 else if (in.inputType == INPUTTYPE_UNIFORM)
1541 else if (in.inputType == INPUTTYPE_CONST)
1543 op << "const " << precName << " " << typeName << " in" << inNdx << " = ";
1546 switch (in.dataType)
1568 inValue = string("in") + de::toString(inNdx);
1751 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
1753 if (in.inputType == INPUTTYPE_UNIFORM)
1760 switch (in.dataType)
1766 // \note GLES3 supports transpose in matrix upload.