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Searched refs:textureOffset (Results 1 – 10 of 10) sorted by relevance

/external/mesa3d/src/glsl/builtins/profiles/
D140.frag55 /* textureOffset - bias variants */
56 vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
57 ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
58 uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
61 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
62 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
64 vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
65 ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
66 uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
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D130.frag56 /* textureOffset - bias variants */
57 vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
58 ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
59 uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
62 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
63 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
65 vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
66 ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
67 uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
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D140.glsl614 /* textureOffset - no bias */
615 vec4 textureOffset( sampler1D sampler, float P, int offset);
616 ivec4 textureOffset(isampler1D sampler, float P, int offset);
617 uvec4 textureOffset(usampler1D sampler, float P, int offset);
619 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset);
620 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset);
621 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);
623 vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset);
624 ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);
625 uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);
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D130.glsl586 /* textureOffset - no bias */
587 vec4 textureOffset( sampler1D sampler, float P, int offset);
588 ivec4 textureOffset(isampler1D sampler, float P, int offset);
589 uvec4 textureOffset(usampler1D sampler, float P, int offset);
591 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset);
592 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset);
593 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);
595 vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset);
596 ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);
597 uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);
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/external/deqp/data/gles3/shaders/
Dinvalid_texture_functions.test246 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
265 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
284 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0)));
303 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
322 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
341 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
360 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec2(0), float(0)));
379 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0), float(0)));
398 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0)));
417 ${POSITION_FRAG_COLOR} = vec4(textureOffset(s, vec3(0), ivec3(0), float(0)));
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
DWater15.frag146 float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
147 float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
148 float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
149 float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
291 float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
292 float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
293 float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
294 float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
/external/mesa3d/src/mesa/drivers/dri/intel/
Dintel_tex_obj.h46 GLuint textureOffset; member
/external/mesa3d/src/mesa/drivers/dri/radeon/server/
Dradeon_dri.h81 int textureOffset; /**< \brief start of texture data in frame buffer */ member
/external/mesa3d/src/mesa/drivers/dri/r200/server/
Dradeon_dri.h81 int textureOffset; /**< \brief start of texture data in frame buffer */ member
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DFXAA.frag17 #define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)