
removed footer date for the time being (to prevent too much changes in documentation) implemented cleaning of GLUT bitmap font lists removed unused function in uicontext class renamed chm file added missing documentation back in nvcontext.xml git-svn-id: https://svn.code.sf.net/p/lazarus-ccr/svn@2254 8e941d3f-bd1b-0410-a28a-d453659cc2b4
27 lines
3.7 KiB
HTML
27 lines
3.7 KiB
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<title>cTexViewWidgetFSSource</title>
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<link rel="stylesheet" href="../fpdoc.css" type="text/css">
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<td><b>[<a href="../nvglpainter/index.html">Overview</a>][<a href="../nvglpainter/index-2.html">Constants</a>][<a href="../nvglpainter/index-4.html">Classes</a>][<a href="../nvglpainter/index-8.html">Index</a>]</b></td>
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<td align="right"><span class="bartitle">Reference for unit 'nvGLPainter' (<a href="../index.html">#nvidia-widgets</a>)</span></td>
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<h1>cTexViewWidgetFSSource</h1>
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<p></p>
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<h2>Declaration</h2>
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<p>Source position: nvglpainter.pas line 98</p>
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<td><p><tt><span class="code"><span class="kw">const</span> cTexViewWidgetFSSource <span class="sym">=</span> <span class="str">'#version 120'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'uniform float mipLevel /*= 0*/;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'uniform float texelScale /*= 1.0*/;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'uniform float texelOffset /*= 0.0*/;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'uniform ivec4 texelSwizzling /*= ivec4( 0, 1, 2, 3)*/;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'uniform sampler2D samp;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">'void main()'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="chr">'{'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' vec4 texel;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' if (mipLevel > 0)'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' texel = texture2DLod( samp, gl_TexCoord[0].xy, mipLevel);'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' else'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' texel = texture2D( samp, gl_TexCoord[0].xy);'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' texel = texel * texelScale + texelOffset;'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' gl_FragColor = texel.x * vec4( texelSwizzling.x == 0, texelSwizzling.y == 0, texelSwizzling.z == 0, texelSwizzling.w == 0 );'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' gl_FragColor += texel.y * vec4( texelSwizzling.x == 1, texelSwizzling.y == 1, texelSwizzling.z == 1, texelSwizzling.w == 1 );'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' gl_FragColor += texel.z * vec4( texelSwizzling.x == 2, texelSwizzling.y == 2, texelSwizzling.z == 2, texelSwizzling.w == 2 );'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="str">' gl_FragColor += texel.w * vec4( texelSwizzling.x == 3, texelSwizzling.y == 3, texelSwizzling.z == 3, texelSwizzling.w == 3 );'</span> <span class="sym">+</span> LineEnding <span class="sym">+</span> <span class="chr">'}'</span><span class="sym">;</span></span></tt></p></td>
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