Searched refs:texcoord (Results 1 – 3 of 3) sorted by relevance
/AliOS-Things-master/components/SDL2/src/render/metal/ |
A D | SDL_shaders_metal.metal | 35 float2 texcoord [[attribute(1)]]; 41 float2 texcoord; 50 v.texcoord = in.texcoord; 59 return tex.sample(s, vert.texcoord) * col; 78 yuv.x = texY.sample(s, vert.texcoord).r; 79 yuv.y = texUV.sample(s, vert.texcoord, 0).r; 80 yuv.z = texUV.sample(s, vert.texcoord, 1).r; 95 yuv.x = texY.sample(s, vert.texcoord).r; 96 yuv.yz = texUV.sample(s, vert.texcoord).rg; 111 yuv.x = texY.sample(s, vert.texcoord).r; [all …]
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A D | SDL_render_metal.m | 284 /* position (float2), texcoord (float2) */
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/AliOS-Things-master/components/SDL2/test/ |
A D | testshader.c | 278 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) in SDL_GL_LoadTexture() argument 289 texcoord[0] = 0.0f; /* Min X */ in SDL_GL_LoadTexture() 290 texcoord[1] = 0.0f; /* Min Y */ in SDL_GL_LoadTexture() 291 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ in SDL_GL_LoadTexture() 292 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ in SDL_GL_LoadTexture() 356 void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord) in DrawGLScene() argument 397 glTexCoord2f(texcoord[MINX], texcoord[MINY]); in DrawGLScene() 399 glTexCoord2f(texcoord[MAXX], texcoord[MINY]); in DrawGLScene() 401 glTexCoord2f(texcoord[MAXX], texcoord[MAXY]); in DrawGLScene() 403 glTexCoord2f(texcoord[MINX], texcoord[MAXY]); in DrawGLScene()
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