Lines Matching refs:samplerIdx
154 for (int samplerIdx = 0; samplerIdx < samplerTotal; samplerIdx++) in buildSamplingPassType() local
161 … << " texelColor" << samplerIdx << " = texture(uTexture" << samplerIdx << ", vs_aTexCoord); \n"; in buildSamplingPassType()
167 …<< " texelColor" << samplerIdx << " = textureLod(uTexture" << samplerIdx << ", vs_aTexCoord, 0.0f… in buildSamplingPassType()
173 …<< " texelColor" << samplerIdx << " = textureGrad(uTexture" << samplerIdx << ", vs_aTexCoord, vec… in buildSamplingPassType()
179 …<< " texelColor" << samplerIdx << " = textureOffset(uTexture" << samplerIdx << ", vs_aTexCoord, i… in buildSamplingPassType()
185 …<< " texelColor" << samplerIdx << " = textureProj(uTexture" << samplerIdx << ", vec3(vs_aTexCoord… in buildSamplingPassType()
694 for (int samplerIdx = 0; samplerIdx < m_samplerTotal; samplerIdx++) in TestShaderProgram() local
696 << "uniform sampler2D uTexture" << samplerIdx << "; \n"; in TestShaderProgram()
712 for (int samplerIdx = 0; samplerIdx < m_samplerTotal; samplerIdx++) in TestShaderProgram() local
714 <<" mediump vec4 texelColor" << samplerIdx << " = vec4(0.0f, 0.0f, 0.0f, 1.0f); \n"; in TestShaderProgram()
782 void setSamplingType (const SamplingType samplerIdx);
802 void setShaderProgramSamplingType (const int samplerIdx);
1073 void Renderer::setShaderProgramSamplingType (const int samplerIdx) in setShaderProgramSamplingType() argument
1079 gl.uniform1i(location, samplerIdx); in setShaderProgramSamplingType()