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Lines Matching refs:pdec

78 	: ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
83 << sglr::pdec::VertexSource(
90 << sglr::pdec::FragmentSource(
152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
154 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
155 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
156 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4)
158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4)
159 << sglr::pdec::VertexSource(
169 << sglr::pdec::FragmentSource(
273 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
275 sglr::pdec::ShaderProgramDeclaration decl;
277 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
278 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
279 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
280 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
282 decl << sglr::pdec::VertexSource(
292 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
294 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
295 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4);
299 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]);
300 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
301 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
423 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
424 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
425 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
426 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
427 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
428 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3)
429 << sglr::pdec::Uniform("u_sampler0", samplerType)
430 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
431 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
432 pdec::VertexSource(
443 << sglr::pdec::FragmentSource(
561 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
562 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
563 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
564 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
565 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
566 << sglr::pdec::Uniform("u_sampler0", samplerType)
567 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
568 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
569 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT)
570 << sglr::pdec::VertexSource(
580 << sglr::pdec::FragmentSource(
669 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
670 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
671 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
672 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
673 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
674 << sglr::pdec::Uniform("u_sampler0", samplerType)
675 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
676 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
677 << sglr::pdec::Uniform("u_depth", glu::TYPE_FLOAT)
678 << sglr::pdec::VertexSource(
688 << sglr::pdec::FragmentSource(
777 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
778 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
779 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
780 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
781 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
782 << sglr::pdec::Uniform("u_maxGradient", glu::TYPE_FLOAT)
783 << sglr::pdec::Uniform("u_minGradient", glu::TYPE_FLOAT)
784 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
785 << sglr::pdec::VertexSource(
795 << sglr::pdec::FragmentSource(