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Lines Matching defs:color

57        * color.  The fragment shader will clamp the coordinates, and
60 * clamping to 1.0 gives border color instead of the desired
90 float color[4];
93 /* GL specs that border color for depth textures is taken from the
97 color[0] = sampler->BorderColor.f[0];
98 color[1] = sampler->BorderColor.f[0];
99 color[2] = sampler->BorderColor.f[0];
100 color[3] = sampler->BorderColor.f[0];
102 color[0] = sampler->BorderColor.f[0];
103 color[1] = sampler->BorderColor.f[1];
104 color[2] = sampler->BorderColor.f[2];
105 color[3] = sampler->BorderColor.f[3];
116 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
117 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
118 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
119 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
121 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
122 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
123 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
124 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
126 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
127 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
128 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
129 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
131 sdc->hf[0] = _mesa_float_to_half(color[0]);
132 sdc->hf[1] = _mesa_float_to_half(color[1]);
133 sdc->hf[2] = _mesa_float_to_half(color[2]);
134 sdc->hf[3] = _mesa_float_to_half(color[3]);
141 sdc->f[0] = color[0];
142 sdc->f[1] = color[1];
143 sdc->f[2] = color[2];
144 sdc->f[3] = color[3];
151 COPY_4V(sdc->color, color);