Searched refs:VertexToFragmentVarying (Results 1 – 18 of 18) sorted by relevance
65 struct VertexToFragmentVarying struct67 …VertexToFragmentVarying (rr::GenericVecType type_, int flags = VARYINGFLAG_NONE) : type(type_), f… in VertexToFragmentVarying() argument150 ShaderProgramDeclaration& operator<< (const VertexToFragmentVarying&);172 std::vector<VertexToFragmentVarying> m_vertexToFragmentVaryings;
45 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToFragmentVarying… in operator <<()
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in FlatColorShader()155 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader()279 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()426 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()564 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()672 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture3DShader()780 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in StencilShader()
219 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in PositionColorShader()
589 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GridProgram()
413 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in PositionColorShader()
122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()269 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TextureCubeArrayShader()
720 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GridProgram()
84 …decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType(… in generateProgramDeclaration()
1130 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in createProgramDeclaration()
1517 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in createProgramDeclaration()
115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader()171 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Tex2DShader()249 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TexCubeShader()
178 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration()
118 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in SingleTex2DShader()178 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in MixTexturesShader()
216 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in PositionColorShader()
410 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in PositionColorShader()