Lines Matching refs:location

785 …GX2SetVertexUniformReg(GeometryPass.shaders.uniformsVS.location[uniformVSCount++], 4*4, GeometryPa…  in GeometryPassDraw()
786 …GX2SetVertexUniformReg(GeometryPass.shaders.uniformsVS.location[uniformVSCount++], 4*4, GeometryPa… in GeometryPassDraw()
788 …GX2SetPixelUniformReg(GeometryPass.shaders.uniformsPS.location[uniformPSCount], 4, &GeometryPass.c… in GeometryPassDraw()
869 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[0], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
870 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
872 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[1], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
873 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
875 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[2], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
876 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
879 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.a… in LightingPassDraw()
881 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.l… in LightingPassDraw()
883 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.l… in LightingPassDraw()
885 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.c… in LightingPassDraw()
927 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
932 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[0], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
933 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
944 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
949 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[1], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
950 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
961 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
966 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[2], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
967 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()