/external/webkit/Source/WebCore/platform/graphics/chromium/ |
H A D | ProgramBinding.cpp | 52 bool ProgramBindingBase::init(const String& vertexShader, const String& fragmentShader) argument 54 m_program = createShaderProgram(vertexShader, fragmentShader); 87 unsigned fragmentShader = loadShader(GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource); local 88 if (!fragmentShader) { 101 GLC(m_context, m_context->attachShader(programObject, fragmentShader)); 117 GLC(m_context, m_context->deleteShader(fragmentShader));
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H A D | ProgramBinding.h | 42 bool init(const String& vertexShader, const String& fragmentShader); 73 const FragmentShader& fragmentShader() const { return m_fragmentShader; } function in class:WebCore::ProgramBinding
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H A D | RenderSurfaceChromium.cpp | 116 GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().samplerLocation(), 0)); 119 GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().maskSamplerLocation(), 1)); 123 shaderAlphaLocation = maskProgram->fragmentShader().alphaLocation(); 131 GLC(context3D, context3D->uniform1i(program->fragmentShader().samplerLocation(), 0)); 133 shaderAlphaLocation = program->fragmentShader().alphaLocation();
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H A D | LayerTilerChromium.cpp | 388 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); 450 GLC(context, context->uniform1f(program->fragmentShader().alphaLocation(), opacity));
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/external/webkit/Source/WebCore/platform/graphics/chromium/cc/ |
H A D | CCVideoLayerImpl.cpp | 126 GLC(context, context->uniform1i(program->fragmentShader().yTextureLocation(), 1)); 127 GLC(context, context->uniform1i(program->fragmentShader().uTextureLocation(), 2)); 128 GLC(context, context->uniform1i(program->fragmentShader().vTextureLocation(), 3)); 130 GLC(context, context->uniformMatrix3fv(program->fragmentShader().ccMatrixLocation(), 0, const_cast<float*>(yuv2RGB), 1)); 131 GLC(context, context->uniform3fv(program->fragmentShader().yuvAdjLocation(), const_cast<float*>(yuvAdjust), 1)); 136 program->fragmentShader().alphaLocation()); 154 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); 159 program->fragmentShader().alphaLocation());
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H A D | CCCanvasLayerImpl.cpp | 61 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); 65 program->fragmentShader().alphaLocation());
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H A D | CCPluginLayerImpl.cpp | 66 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); 70 program->fragmentShader().alphaLocation());
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H A D | CCHeadsUpDisplay.cpp | 118 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); 125 program->fragmentShader().alphaLocation());
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H A D | CCLayerImpl.cpp | 183 GLC(context, context->uniform4f(program->fragmentShader().colorLocation(), debugBorderColor().red() / 255.0, debugBorderColor().green() / 255.0, debugBorderColor().blue() / 255.0, 1));
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
H A D | Shader.cpp | 106 unsigned fragmentShader = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource); local 107 if (!fragmentShader) 113 context->attachShader(program, fragmentShader); 120 context->deleteShader(fragmentShader);
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
H A D | TechniqueDef.java | 227 * @param fragmentShader The name of the fragment shader 230 public void setShaderFile(String vertexShader, String fragmentShader, String shaderLanguage){ argument 232 this.fragName = fragmentShader;
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
H A D | ShaderProgram.h | 101 , fragmentShader(-1) 108 , fragmentShader(fragment) 114 GLuint fragmentShader; member in struct:WebCore::ShaderResource
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H A D | ShaderProgram.cpp | 288 glDetachShader(m_resources[i].program, m_resources[i].fragmentShader); 290 glDeleteShader(m_resources[i].fragmentShader);
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/external/webkit/Source/WebCore/platform/graphics/opengl/ |
H A D | TextureMapperGL.cpp | 133 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); local 135 GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0)) 138 GL_CMD(glCompileShader(fragmentShader)) 140 GL_CMD(glAttachShader(programID, fragmentShader))
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