/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
130.vert | 2 vec4 ftransform();
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ARB_texture_rectangle.glsl | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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120.vert | 3 vec4 ftransform(); 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) [all...] |
OES_texture_3D.frag | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 7 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
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OES_texture_3D.vert | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 7 vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod);
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OES_EGL_image_external.glsl | 4 vec4 texture2D(samplerExternalOES sampler, vec2 coord); 5 vec4 texture2DProj(samplerExternalOES sampler, vec3 coord); 6 vec4 texture2DProj(samplerExternalOES sampler, vec4 coord);
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EXT_texture_array.frag | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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EXT_texture_array.vert | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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100.frag | 2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 3 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 4 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 6 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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100.vert | 2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 3 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 4 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 6 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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110.vert | 3 vec4 ftransform(); 9 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) [all...] |
ARB_shader_texture_lod.frag | 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod) [all...] |
/external/mesa3d/src/glsl/builtins/profiles/ |
130.vert | 2 vec4 ftransform();
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ARB_texture_rectangle.glsl | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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120.vert | 3 vec4 ftransform(); 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) [all...] |
OES_texture_3D.frag | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 7 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
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OES_texture_3D.vert | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 7 vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod);
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OES_EGL_image_external.glsl | 4 vec4 texture2D(samplerExternalOES sampler, vec2 coord); 5 vec4 texture2DProj(samplerExternalOES sampler, vec3 coord); 6 vec4 texture2DProj(samplerExternalOES sampler, vec4 coord);
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EXT_texture_array.frag | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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EXT_texture_array.vert | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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100.frag | 2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 3 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 4 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 6 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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100.vert | 2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 3 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 4 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 6 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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110.vert | 3 vec4 ftransform(); 9 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
ftransform.ir | 2 (declare (in) vec4 gl_Vertex) 4 (signature vec4 6 ((return (expression vec4 *
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/external/mesa3d/src/glsl/builtins/ir/ |
ftransform.ir | 2 (declare (in) vec4 gl_Vertex) 4 (signature vec4 6 ((return (expression vec4 *
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