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full:texture2dshadow
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/external/deqp/modules/gles3/functional/
es3fShaderTextureFunctionTests.cpp
347
inline float
texture2DShadow
(const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
412
static void evalTexture2DShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() =
texture2DShadow
(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); }
413
static void evalTexture2DShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() =
texture2DShadow
(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); }
420
static void evalTexture2DShadowLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() =
texture2DShadow
(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); }
423
static void evalTexture2DShadowProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() =
texture2DShadow
(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod); }
424
static void evalTexture2DShadowProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() =
texture2DShadow
(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x()); }
426
static void evalTexture2DShadowProjLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() =
texture2DShadow
(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x()); }
442
static void evalTexture2DShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() =
texture2DShadow
(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c)); }
453
static void evalTexture2DShadowProjGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() =
texture2DShadow
(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c)); }
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