Lines Matching refs:inNdx
824 for (int inNdx = 0; inNdx < numInputs; inNdx++)
826 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
829 string& inValue = inNdx > 0 ? inValue1 : inValue0;
864 op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n";
865 inValue = string("u_in") + de::toString(inNdx);
869 op << "const " << precName << " " << typeName << " in" << inNdx << " = ";
874 case TYPE_FLOAT: op << de::floatToString(s_constInFloat[inNdx], 1); break;
875 case TYPE_FLOAT_VEC2: writeVectorConstructor<2>(op, s_constInVec2[inNdx]); break;
876 case TYPE_FLOAT_VEC3: writeVectorConstructor<3>(op, s_constInVec3[inNdx]); break;
877 case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break;
878 case TYPE_FLOAT_MAT2: writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2[inNdx])); break;
879 case TYPE_FLOAT_MAT3: writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3[inNdx])); break;
880 case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4[inNdx])); break;
888 inValue = string("in") + de::toString(inNdx);
1051 for (int inNdx = 0; inNdx < 2; inNdx++)
1053 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
1057 int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str());
1064 case TYPE_FLOAT: gl.uniform1f(loc, s_constInFloat[inNdx]); break;
1065 case TYPE_FLOAT_VEC2: gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr()); break;
1066 case TYPE_FLOAT_VEC3: gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr()); break;
1067 case TYPE_FLOAT_VEC4: gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr()); break;
1068 case TYPE_FLOAT_MAT2: gl.uniformMatrix2fv(loc, 1, GL_FALSE, s_constInMat2[inNdx].getColumnMajorData().getPtr()); break;
1069 case TYPE_FLOAT_MAT3: gl.uniformMatrix3fv(loc, 1, GL_FALSE, s_constInMat3[inNdx].getColumnMajorData().getPtr()); break;
1070 case TYPE_FLOAT_MAT4: gl.uniformMatrix4fv(loc, 1, GL_FALSE, s_constInMat4[inNdx].getColumnMajorData().getPtr()); break;