Lines Matching refs:m_uniforms

123 	const tcu::Vec4		color	(m_uniforms[0].value.f4);  in shadeFragments()
209 const tcu::Vec4 gradientMin(m_uniforms[0].value.f4); in shadeFragments()
210 const tcu::Vec4 gradientMax(m_uniforms[1].value.f4); in shadeFragments()
373 const tcu::Vec4 outScale (m_uniforms[0].value.f4); in shadeFragments()
374 const tcu::Vec4 outBias (m_uniforms[1].value.f4); in shadeFragments()
395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
396 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4); in shadeFragments()
397 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4); in shadeFragments()
512 tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3); in shadeVertices()
527 const tcu::Vec4 texScale (m_uniforms[2].value.f4); in shadeFragments()
528 const tcu::Vec4 texBias (m_uniforms[3].value.f4); in shadeFragments()
535 const sglr::rc::TextureCube* tex = m_uniforms[1].sampler.texCube; in shadeFragments()
634 const tcu::Vec4 texScale (m_uniforms[1].value.f4); in shadeFragments()
635 const tcu::Vec4 texBias (m_uniforms[2].value.f4); in shadeFragments()
636 const int layer = m_uniforms[3].value.i; in shadeFragments()
643 const sglr::rc::Texture2DArray* tex = m_uniforms[0].sampler.tex2DArray; in shadeFragments()
742 const tcu::Vec4 texScale (m_uniforms[1].value.f4); in shadeFragments()
743 const tcu::Vec4 texBias (m_uniforms[2].value.f4); in shadeFragments()
744 const float depth = m_uniforms[3].value.f; in shadeFragments()
751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; in shadeFragments()