Lines Matching refs:inNdx
1498 for (int inNdx = 0; inNdx < numInputs; inNdx++) in init() local
1500 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in init()
1503 string& inValue = inNdx > 0 ? inValue1 : inValue0; in init()
1538 op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n"; in init()
1539 inValue = string("u_in") + de::toString(inNdx); in init()
1543 op << "const " << precName << " " << typeName << " in" << inNdx << " = "; in init()
1548 case TYPE_FLOAT: op << de::floatToString(s_constInFloat[inNdx], 1); break; in init()
1549 case TYPE_FLOAT_VEC2: writeVectorConstructor<2>(op, s_constInVec2[inNdx]); break; in init()
1550 case TYPE_FLOAT_VEC3: writeVectorConstructor<3>(op, s_constInVec3[inNdx]); break; in init()
1551 case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break; in init()
1552 case TYPE_FLOAT_MAT2: writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2x2[inNdx])); break; in init()
1553 case TYPE_FLOAT_MAT2X3: writeMatrixConstructor<2, 3>(op, Mat2x3(s_constInMat2x3[inNdx])); break; in init()
1554 case TYPE_FLOAT_MAT2X4: writeMatrixConstructor<2, 4>(op, Mat2x4(s_constInMat2x4[inNdx])); break; in init()
1555 case TYPE_FLOAT_MAT3X2: writeMatrixConstructor<3, 2>(op, Mat3x2(s_constInMat3x2[inNdx])); break; in init()
1556 case TYPE_FLOAT_MAT3: writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3x3[inNdx])); break; in init()
1557 case TYPE_FLOAT_MAT3X4: writeMatrixConstructor<3, 4>(op, Mat3x4(s_constInMat3x4[inNdx])); break; in init()
1558 case TYPE_FLOAT_MAT4X2: writeMatrixConstructor<4, 2>(op, Mat4x2(s_constInMat4x2[inNdx])); break; in init()
1559 case TYPE_FLOAT_MAT4X3: writeMatrixConstructor<4, 3>(op, Mat4x3(s_constInMat4x3[inNdx])); break; in init()
1560 case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx])); break; in init()
1568 inValue = string("in") + de::toString(inNdx); in init()
1749 for (int inNdx = 0; inNdx < 2; inNdx++) in setupUniforms() local
1751 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1755 int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str()); in setupUniforms()
1762 case TYPE_FLOAT: gl.uniform1f(loc, s_constInFloat[inNdx]); break; in setupUniforms()
1763 case TYPE_FLOAT_VEC2: gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr()); break; in setupUniforms()
1764 case TYPE_FLOAT_VEC3: gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr()); break; in setupUniforms()
1765 case TYPE_FLOAT_VEC4: gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr()); break; in setupUniforms()
1767 case TYPE_FLOAT_MAT2: gl.uniformMatrix2fv (loc, 1, GL_TRUE, s_constInMat2x2[inNdx]); break; in setupUniforms()
1768 case TYPE_FLOAT_MAT2X3: gl.uniformMatrix2x3fv(loc, 1, GL_TRUE, s_constInMat2x3[inNdx]); break; in setupUniforms()
1769 case TYPE_FLOAT_MAT2X4: gl.uniformMatrix2x4fv(loc, 1, GL_TRUE, s_constInMat2x4[inNdx]); break; in setupUniforms()
1770 case TYPE_FLOAT_MAT3X2: gl.uniformMatrix3x2fv(loc, 1, GL_TRUE, s_constInMat3x2[inNdx]); break; in setupUniforms()
1771 case TYPE_FLOAT_MAT3: gl.uniformMatrix3fv (loc, 1, GL_TRUE, s_constInMat3x3[inNdx]); break; in setupUniforms()
1772 case TYPE_FLOAT_MAT3X4: gl.uniformMatrix3x4fv(loc, 1, GL_TRUE, s_constInMat3x4[inNdx]); break; in setupUniforms()
1773 case TYPE_FLOAT_MAT4X2: gl.uniformMatrix4x2fv(loc, 1, GL_TRUE, s_constInMat4x2[inNdx]); break; in setupUniforms()
1774 case TYPE_FLOAT_MAT4X3: gl.uniformMatrix4x3fv(loc, 1, GL_TRUE, s_constInMat4x3[inNdx]); break; in setupUniforms()
1775 case TYPE_FLOAT_MAT4: gl.uniformMatrix4fv (loc, 1, GL_TRUE, s_constInMat4x4[inNdx]); break; in setupUniforms()