Lines Matching defs:position

506 			NL "layout(std430, binding = 1) buffer InputBuffer {" NL "  vec4 position[3];" NL "} g_input_buffer;" NL
507 "void main() {" NL " gl_Position = g_input_buffer.position[gl_VertexID];" NL "}";
905 NL "layout(std430) buffer Buffer {" NL " vec4 position[3];" NL "} g_input_buffer;" NL "void main() {" NL
906 " gl_Position = g_input_buffer.position[gl_VertexID];" NL "}",
912 NL "layout(std140, binding = 0) readonly buffer Buffer {" NL " readonly vec4 position[];" NL "};" NL
913 "void main() {" NL " gl_Position = position[gl_VertexID];" NL "}",
916 " restrict coherent vec4 position[];" NL "} g_buffer;" NL "void main() {" NL
917 " gl_Position = g_buffer.position[gl_VertexID];" NL "}",
918 NL "buffer Buffer {" NL " vec4 position[3];" //
919 NL "} g_buffer[1];" NL "void main() {" NL " gl_Position = g_buffer[0].position[gl_VertexID];" NL "}",
1123 NL "layout(std430) buffer Buffer {" NL " vec4 position[3];" NL "} g_input_buffer;" NL "void main() {" NL
1124 " gl_Position = g_input_buffer.position[gl_VertexID];" NL "}",
1130 NL "layout(std140, binding = 0) readonly buffer Buffer {" NL " readonly vec4 position[];" NL "};" NL
1131 "void main() {" NL " gl_Position = position[gl_VertexID];" NL "}",
1134 " restrict coherent vec4 position[];" NL "} g_buffer;" NL "void main() {" NL
1135 " gl_Position = g_buffer.position[gl_VertexID];" NL "}",
1136 NL "buffer Buffer {" NL " vec4 position[3];" //
1137 NL "} g_buffer[1];" NL "void main() {" NL " gl_Position = g_buffer[0].position[gl_VertexID];" NL "}",
4910 const char* const glsl_vs = NL "struct VertexData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
4913 " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5158 ss << NL "struct VertexData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL "layout(binding = "
5161 "void main() {" NL " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5388 NL "out vec2 position;" NL "out vec3 color;" NL
5393 " gl_Position = vec4(pos, 0, 1);" NL " position = pos;" NL " color = g_color[gl_InstanceID];" NL "}";
5395 NL "in vec2 position;" NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5396 "struct FragmentData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
5402 " g_fragment[fragment_number].position = position;" NL
5427 // may overwrite "real" points using garbage position/color.
5527 "struct PointData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
5533 " g_point[point_number].position = vec2(gl_GlobalInvocationID.xy * 2u) / 100.0 - 1.0;" NL
6496 vec2 position;