Searched refs:inVertex (Results 1 – 7 of 7) sorted by relevance
12 position = (BoneMatrixArray[Index0] * inVertex) * Weight0 + 13 (BoneMatrixArray[Index1] * inVertex) * Weight124 attribute highp vec3 inVertex;55 highp vec4 position = boneMatrix * vec4(inVertex, 1.0) * boneWeights.x;78 position += boneMatrix * vec4(inVertex, 1.0) * boneWeights.x;
1 attribute highp vec3 inVertex;11 gl_Position = MVPMatrix * vec4(inVertex, 1.0);
6 layout (location = VERTEX_ARRAY) in highp vec4 inVertex;13 gl_Position = inVertex;
1 attribute highp vec4 inVertex;16 gl_Position = MVPMatrix * inVertex;
1 attribute highp vec3 inVertex;27 gl_Position = MVPMatrix * vec4(inVertex + (inNormal * disp), 1.0);
72 const Attribute& inVertex() const { return kAttributes[0]; } in inVertex() function in GrPipelineDynamicStateTestProcessor99 v->codeAppendf("float2 vertex = %s;", mp.inVertex().name()); in onEmitCode()
69 const Attribute& inVertex() const { return kAttributes[0]; } in inVertex() function in GrPipelineDynamicStateTestProcessor96 v->codeAppendf("float2 vertex = %s;", mp.inVertex().name()); in onEmitCode()