/cts/tests/tests/opengl/libopengltest/ |
attach_shader_eight.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 29 glAttachShader(program, fragmentShader); 33 glDeleteShader(fragmentShader);
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attach_shader_nine.cpp | 26 GLuint fragmentShader = 0; 28 glAttachShader(program, fragmentShader); 32 glDeleteShader(fragmentShader);
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attach_shader_ten.cpp | 27 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, attach_shader_successful_complile_shader); 29 glAttachShader(program, fragmentShader); 42 glDeleteShader(fragmentShader);
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attach_shader_six.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 30 glAttachShader(program, fragmentShader);
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/external/deqp/framework/randomshaders/ |
rsgProgramGenerator.hpp | 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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rsgTest.cpp | 51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT); 54 generator.generate(programParams, vertexShader, fragmentShader); 57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n"; 63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms); 70 executor.execute(vertexShader, fragmentShader, uniformValues);
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rsgProgramGenerator.cpp | 44 Shader& fragmentShader) 55 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs); 63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator 71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
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rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/ |
DefaultShaderProvider.java | 32 public DefaultShaderProvider (final String vertexShader, final String fragmentShader) {
33 this(new DefaultShader.Config(vertexShader, fragmentShader));
36 public DefaultShaderProvider (final FileHandle vertexShader, final FileHandle fragmentShader) {
37 this(vertexShader.readString(), fragmentShader.readString());
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DepthShaderProvider.java | 32 public DepthShaderProvider (final String vertexShader, final String fragmentShader) {
33 this(new DepthShader.Config(vertexShader, fragmentShader));
36 public DepthShaderProvider (final FileHandle vertexShader, final FileHandle fragmentShader) {
37 this(vertexShader.readString(), fragmentShader.readString());
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/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
GlRectDrawer.java | 125 public Shader(String fragmentShader) { 126 this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader); 189 private void prepareShader(String fragmentShader, float[] texMatrix) { 191 if (shaders.containsKey(fragmentShader)) { 192 shader = shaders.get(fragmentShader); 195 shader = new Shader(fragmentShader); 196 shaders.put(fragmentShader, shader); 199 if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) { 203 } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) { 205 } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING) [all...] |
GlShader.java | 58 private int fragmentShader; 63 fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); 69 GLES20.glAttachShader(program, fragmentShader); 134 if (fragmentShader != -1) { 135 GLES20.glDeleteShader(fragmentShader); 136 fragmentShader = -1;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
Pass1Shader.java | 55 config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader()); 59 final String fragmentShader) { 60 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader));
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
Pass1Shader.java | 55 config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader()); 59 final String fragmentShader) { 60 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader));
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererElevenShaderTest.java | 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 37 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTenShaderTest.java | 33 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 36 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTwelveShaderTest.java | 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 38 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererOneShaderTest.java | 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 67 GLES20.glAttachShader(mProgram, fragmentShader);
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/cts/tests/vr/src/android/vr/cts/ |
RendererProtectedTexturesTest.java | 54 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 57 GLES20.glAttachShader(mProgram, fragmentShader);
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/external/libgdx/backends/gdx-backends-gwt/src/com/google/gwt/webgl/client/ |
WebGLUtil.java | 34 WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource);
37 gl.attachShader(shaderProgram, fragmentShader);
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gles2/ |
HelloTriangle.java | 35 String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n"
39 shader = new ShaderProgram(vertexShader, fragmentShader);
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/external/deqp/modules/glshared/ |
glsRandomShaderProgram.cpp | 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); 81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter) 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 99 generateProgramDeclaration(decl, vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms); 131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 132 : sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms)) 134 , m_fragmentShader (fragmentShader) 138 , m_fragColorVar (findShaderOutputByLocation(fragmentShader, 0) [all...] |
glsRandomShaderProgram.hpp | 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
FloatTextureTest.java | 55 String fragmentShader = 66 fbshader = new ShaderProgram(vertexShader, fragmentShader); 82 fragmentShader = 103 shader = new ShaderProgram(vertexShader, fragmentShader);
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/external/deqp/modules/egl/ |
teglSwapBuffersTests.cpp | 138 deUint32 fragmentShader = 0; 151 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER); 159 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL); 160 gl.compileShader(fragmentShader); 180 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus); 181 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength); 185 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0])); 192 gl.attachShader(program, fragmentShader); 222 gl.deleteShader(fragmentShader); 235 if (fragmentShader) [all...] |