Lines Matching refs:appendf

327     code.appendf("precision highp float;\n");
329 code.appendf("#define float2 vec2\n");
330 code.appendf("#define float3 vec3\n");
331 code.appendf("#define float4 vec4\n");
332 code.appendf("#define float2x2 mat2\n");
333 code.appendf("#define float3x2 mat3x2\n");
334 code.appendf("#define float4x2 mat4x2\n");
335 code.appendf("#define PI 3.141592653589793238\n");
336 code.appendf("#define MAX_TESSELLATION_SEGMENTS %i.0\n", shaderCaps.maxTessellationSegments());
337 code.appendf("#define cross cross2d\n"); // GLSL already has a function named "cross".
341 code.appendf("uniform vec4 %s;\n", tessArgsName);
342 code.appendf("#define PARAMETRIC_PRECISION %s.x\n", tessArgsName);
343 code.appendf("#define NUM_RADIAL_SEGMENTS_PER_RADIAN %s.y\n", tessArgsName);
345 code.appendf("uniform float %s;\n", tessArgsName);
346 code.appendf("#define PARAMETRIC_PRECISION %s\n", tessArgsName);
347 code.appendf("#define NUM_RADIAL_SEGMENTS_PER_RADIAN vsStrokeArgs[0].x\n");
534 code.appendf("precision highp float;\n");
536 code.appendf("#define float2 vec2\n");
537 code.appendf("#define float3 vec3\n");
538 code.appendf("#define float4 vec4\n");
539 code.appendf("#define float2x2 mat2\n");
540 code.appendf("#define float3x2 mat3x2\n");
541 code.appendf("#define float4x2 mat4x2\n");
542 code.appendf("#define PI 3.141592653589793238\n");
546 code.appendf("uniform vec4 %s;\n", tessArgsName);
547 code.appendf("#define STROKE_RADIUS %s.w\n", tessArgsName);
549 code.appendf("#define STROKE_RADIUS tcsStrokeRadius\n");
553 code.appendf("uniform vec2 %s;\n", translateName);
554 code.appendf("#define TRANSLATE %s\n", translateName);
556 code.appendf("uniform vec4 %s;\n", affineMatrixName);
557 code.appendf("#define AFFINE_MATRIX mat2(%s)\n", affineMatrixName);
572 code.appendf(R"(
640 code.appendf(R"(
646 code.appendf(R"(