visual_3d_compile_shader  563 src/compositor/visual_manager_3d_gl.c 			if (visual_3d_compile_shader(shader, (shader_type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex", shader_src)==GF_FALSE) {
visual_3d_compile_shader  646 src/compositor/visual_manager_3d_gl.c 			if (visual_3d_compile_shader(shader, (shader_type == GL_FRAGMENT_SHADER) ? "fragment" : "vertex", tmp)==GF_FALSE) {
visual_3d_compile_shader  709 src/compositor/visual_manager_3d_gl.c 		res = visual_3d_compile_shader(visual->base_glsl_vertex, "vertex", glsl_autostereo_vertex);
visual_3d_compile_shader  715 src/compositor/visual_manager_3d_gl.c 			res = visual_3d_compile_shader(visual->autostereo_glsl_fragment, "fragment", glsl_view_columns);
visual_3d_compile_shader  719 src/compositor/visual_manager_3d_gl.c 			res = visual_3d_compile_shader(visual->autostereo_glsl_fragment, "fragment", glsl_view_rows);
visual_3d_compile_shader  723 src/compositor/visual_manager_3d_gl.c 			res = visual_3d_compile_shader(visual->autostereo_glsl_fragment, "fragment", glsl_view_anaglyph);
visual_3d_compile_shader  727 src/compositor/visual_manager_3d_gl.c 			res = visual_3d_compile_shader(visual->autostereo_glsl_fragment, "fragment", glsl_view_5VSP19);
visual_3d_compile_shader  731 src/compositor/visual_manager_3d_gl.c 			res = visual_3d_compile_shader(visual->autostereo_glsl_fragment, "fragment", glsl_view_8VAlio);