搜索资源列表
clippedbitmapshaders
- This GM draws a 3x3 grid (with the center element excluded) of rectangles filled with a bitmap shader. The bitmap shader is transformed so that the pattern cell is at the center (excluded) region.
vl_zscan
- shader based zscan and quantification expect usage of vl_vertex_buffers as a todo list.
bloom
- Opengl着色器Bloom源码,适合初学者学习。-The Opengl shader Bloom source code, suitable for beginners to learn.
svga_state_fs
- If we fail to compile a fragment shader (because it uses too many registers, for example) we ll use a dummy fallback shader that simply emits a constant color.
fs-frontface
- Test the TGSI_SEMANTIC_FACE fragment shader input.
GrBezierEffect
- Shader is based off of Loop-Blinn Quadratic GPU Rendering The output of this effect is a hairline edge for conics. Conics specified by implicit equation K^2 - LM.
nvasm
- nv asm, 编译 asm shader 用的-nv asm, asm shader compiler used
svga_shader_op
- SVGA Shader Token Opcode Info.
mtd-xip
- Want to ensure that our bitmap sampler (in bitmap shader) keeps plenty of precision when scaling very large images (where the dx might get very small.
setunion_test
- Shader Precision-Specified Types.
r300_fs
- Whether the shader was replaced by a dummy one due to a shader compilation failure.
timm_osal_task
- copy shader tokens, the ones passed in will go away.
xorg_xv
- The ITU-R BT.601 conversion matrix for SDTV. original, matrix, but we transpose it to make the shader easier. -The ITU-R BT.601 conversion matrix for SDTV. original, matrix, but we transpose it to make the shader easier.
enum
- State for executing ATI fragment shader.
dirpixsd
- OpenGL光照着色器,一个简单的适合新手的光照着色器代码,希望对新手有帮助-openGL light shader
xsputn
- Simple pass-through fragment shader to use when we don t have a real shader (or it fails to compile for some reason).
major
- Depends on vertex fragment shader state.Determine which fragment program inputs are needed. Setup HW vertex layout below, in the HW-specific attribute order.
sp_fs_exec
- Execute fragment shader using the TGSI interpreter.
kernel
- Essentially we construct an ubber-shader based on the state.
updoc
- 主要用于顶点着色,应用于多面体,能够让一些多边形组成的物体表面上色-vertex shader