/external/mesa3d/src/glsl/builtins/profiles/ |
D | 100.frag | 2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 3 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 4 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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D | 100.vert | 2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 3 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 4 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
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D | 140.frag | 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 41 vec4 textureProj( sampler2D sampler, vec3 P, float bias); 44 vec4 textureProj( sampler2D sampler, vec4 P, float bias); 60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); 89 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias); 92 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias); 110 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 111 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 112 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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D | 130.frag | 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 42 vec4 textureProj( sampler2D sampler, vec3 P, float bias); 45 vec4 textureProj( sampler2D sampler, vec4 P, float bias); 61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); 90 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias); 93 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias); 111 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 112 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 113 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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D | 120.vert | 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
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D | 110.vert | 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
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D | ARB_shader_texture_lod.frag | 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
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D | 120.frag | 9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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D | 110.frag | 10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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D | ARB_shader_texture_lod.glsl | 9 vec4 texture2DGradARB (sampler2D sampler, 11 vec4 texture2DProjGradARB (sampler2D sampler, 13 vec4 texture2DProjGradARB (sampler2D sampler,
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D | 130.glsl | 476 ivec2 textureSize( sampler2D sampler, int lod); 507 vec4 texture( sampler2D sampler, vec2 P); 542 vec4 textureProj( sampler2D sampler, vec3 P); 545 vec4 textureProj( sampler2D sampler, vec4 P); 561 vec4 textureLod( sampler2D sampler, vec2 P, float lod); 591 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset); 617 vec4 texelFetch( sampler2D sampler, ivec2 P, int lod); 638 vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset); 662 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset); 665 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset); [all …]
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D | 140.glsl | 480 ivec2 textureSize( sampler2D sampler, int lod); 520 vec4 texture( sampler2D sampler, vec2 P); 561 vec4 textureProj( sampler2D sampler, vec3 P); 564 vec4 textureProj( sampler2D sampler, vec4 P); 589 vec4 textureLod( sampler2D sampler, vec2 P, float lod); 619 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset); 651 vec4 texelFetch( sampler2D sampler, ivec2 P, int lod); 680 vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset); 708 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset); 711 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset); [all …]
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/ |
D | SkinnedFragShader.fsh | 1 uniform sampler2D sTexture; 2 uniform sampler2D sNormalMap;
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D | DefaultFragShader.fsh | 1 uniform sampler2D sTexture;
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/external/deqp/data/gles2/shaders/ |
D | invalid_texture_functions.test | 8 uniform lowp sampler2D s; 60 uniform sampler2D s;
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/external/autotest/client/deps/glbench/src/ |
D | yuv2rgb_3.glslf | 37 uniform sampler2D ySampler; 38 uniform sampler2D uSampler; 39 uniform sampler2D vSampler;
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D | yuv2rgb_4.glslf | 37 uniform sampler2D ySampler; 38 uniform sampler2D uvSampler; /* GL_LUMINANCE_ALPHA */
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D | yuv2rgb_2.glslf | 38 uniform sampler2D textureSampler; 39 uniform sampler2D paritySampler;
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/external/swiftshader/src/OpenGL/compiler/ |
D | Initialize.cpp | 232 TType *sampler2D = new TType(EbtSampler2D); in InsertBuiltInFunctions() local 239 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2); in InsertBuiltInFunctions() 240 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3); in InsertBuiltInFunctions() 241 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float4); in InsertBuiltInFunctions() 257 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2, float1); in InsertBuiltInFunctions() 258 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3, float1); in InsertBuiltInFunctions() 259 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float4, float1); in InsertBuiltInFunctions() 272 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DLod", sampler2D, float2, float1); in InsertBuiltInFunctions() 273 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProjLod", sampler2D, float3, float1); in InsertBuiltInFunctions() 274 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProjLod", sampler2D, float4, float1); in InsertBuiltInFunctions()
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
D | FragShader.fsh | 1 uniform sampler2D sTexture;
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D | VertShader.vsh | 12 uniform sampler2D sDisMap;
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/ |
D | BackgroundFragShader.fsh | 3 uniform sampler2D sTexture;
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D | SceneFragShader.fsh | 1 uniform sampler2D sTexture;
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D | FragShader.fsh | 3 uniform sampler2D sTexture;
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/external/skia/src/sksl/ |
D | README | 49 * Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is 50 equivalent to GLSL's textureProj(sampler2D, vec3)
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