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Lines Matching defs:p10

97 	Vec4	p10;		//!< (0, 1)
104 dst.p10 = lookup<float>(level, sampler, x1, y0, z);
159 const Vec4 d0 = abs(quad.p10 - quad.p00);
161 const Vec4 d2 = abs(quad.p11 - quad.p10);
205 return min(quad.p00, min(quad.p10, min(quad.p01, quad.p11)));
210 return max(quad.p00, max(quad.p10, max(quad.p01, quad.p11)));
305 const Vec4 c0 = quad.p00*(1.0f - a) + quad.p10*a;
341 const Vec4 c0 = quad0.p00*(1.0f-a)*(1.0f-b) + quad0.p10*a*(1.0f-b) + quad0.p01*(1.0f-a)*b + quad0.p11*a*b;
342 const Vec4 c1 = quad1.p00*(1.0f-a)*(1.0f-b) + quad1.p10*a*(1.0f-b) + quad1.p01*(1.0f-a)*b + quad1.p11*a*b;
422 const Vec4 c0 = quad0.p00*(1.0f-a0)*(1.0f-b0) + quad0.p10*a0*(1.0f-b0) + quad0.p01*(1.0f-a0)*b0 + quad0.p11*a0*b0;
430 const Vec4 c1 = quad1.p00*(1.0f-a1)*(1.0f-b1) + quad1.p10*a1*(1.0f-b1) + quad1.p01*(1.0f-a1)*b1 + quad1.p11*a1*b1;
485 const Vec4 c00 = quad00.p00*(1.0f-a0)*(1.0f-b0) + quad00.p10*a0*(1.0f-b0) + quad00.p01*(1.0f-a0)*b0 + quad00.p11*a0*b0;
486 const Vec4 c01 = quad01.p00*(1.0f-a0)*(1.0f-b0) + quad01.p10*a0*(1.0f-b0) + quad01.p01*(1.0f-a0)*b0 + quad01.p11*a0*b0;
499 const Vec4 c10 = quad10.p00*(1.0f-a1)*(1.0f-b1) + quad10.p10*a1*(1.0f-b1) + quad10.p01*(1.0f-a1)*b1 + quad10.p11*a1*b1;
500 const Vec4 c11 = quad11.p00*(1.0f-a1)*(1.0f-b1) + quad11.p10*a1*(1.0f-b1) + quad11.p01*(1.0f-a1)*b1 + quad11.p11*a1*b1;
1491 quad.p10 = lookup<float>(faces[c10.face], sampler, c10.s, c10.t, 0);
1563 quad0.p10 = lookup<float>(faces0[c10.face], sampler, c10.s, c10.t, 0);
1595 quad1.p10 = lookup<float>(faces1[c10.face], sampler, c10.s, c10.t, 0);