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Lines Matching refs:vtx

190 	std::ostringstream	vtx;
192 std::ostringstream& op = isVertexCase ? vtx : frag;
194 vtx << "#version 300 es\n";
195 vtx << "in highp vec4 a_position;\n"; // Position attribute.
196 vtx << "in mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch.
197 vtx << "in mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch.
204 vtx << "in mediump float a_compareValue;\n";
211 vtx << "out mediump vec4 v_color;\n";
216 vtx << "out mediump vec4 v_value0;\n";
217 vtx << "out mediump vec4 v_value1;\n";
223 vtx << "out mediump float v_compareValue;\n";
228 vtx << "\n";
229 vtx << "void main()\n";
230 vtx << "{\n";
231 vtx << " gl_Position = a_position;\n";
272 vtx << " v_color = res;\n";
279 vtx << " v_compareValue = a_compareValue;\n";
280 vtx << " v_value0 = a_value0;\n";
281 vtx << " v_value1 = a_value1;\n";
286 vtx << "}\n";
289 m_vertShaderSource = vtx.str();
470 std::ostringstream vtx;
472 std::ostringstream& op = isVertexCase ? vtx : frag;
474 vtx << "#version 300 es\n";
475 vtx << "in highp vec4 a_position;\n"; // Position attribute.
476 vtx << "in mediump vec4 a_value;\n"; // Input for workload calculations.
483 vtx << "in mediump float a_bound;\n";
490 vtx << "out mediump vec4 v_color;\n";
495 vtx << "out mediump vec4 v_value;\n";
500 vtx << "out mediump float v_bound;\n";
505 vtx << "\n";
506 vtx << "void main()\n";
507 vtx << "{\n";
508 vtx << " gl_Position = a_position;\n";
554 vtx << " v_color = res;\n";
561 vtx << " v_bound = a_bound;\n";
562 vtx << " v_value = a_value;\n";
567 vtx << "}\n";
570 m_vertShaderSource = vtx.str();
702 std::ostringstream vtx;
704 std::ostringstream& op = isVertexCase ? vtx : frag;
706 vtx << "#version 300 es\n";
707 vtx << "in highp vec4 a_position;\n"; // Position attribute.
708 vtx << "in mediump vec4 a_value;\n"; // Value for workload calculations.
716 vtx << "out mediump vec4 v_color;\n";
721 vtx << "out mediump vec4 v_value;\n";
725 vtx << "\n";
726 vtx << "void main()\n";
727 vtx << "{\n";
728 vtx << " gl_Position = a_position;\n";
740 vtx << " v_color = res;\n";
745 vtx << " v_value = a_value;\n"; // Transfer input to fragment shader through varying.
749 vtx << "}\n";
752 m_vertShaderSource = vtx.str();