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  /packages/wallpapers/HoloSpiral/res/raw/
vertex_geometry.glslv 3 varying lowp float factor2;
8 factor2 = (UNI_farPlane - abs(gl_Position.z)) / UNI_farPlane;
9 gl_PointSize = factor2 * UNI_maxPointSize;
11 color.a = color.a * factor2;
12 factor2 = abs((factor2 * 2.0) - 1.0);
13 factor1 = (1.0 - factor2) * 0.2;
fragment_geometry.glslf 3 varying lowp float factor2;
8 gl_FragColor.a = color.a * (texColor.r * factor1 + texColor.g * factor2);
  /external/srec/srec/cfront/
himul32.h 46 asm PINLINE int32 himul32(asr_int32_t factor1, asr_int32_T factor2)
49 reg factor2; local
51 mulhw r3, factor1, factor2 # place the high order 32 bits of the product in the return register r3
60 floor( (factor1 * factor2) / 2**32 )
66 factor2 -- second signed 32 bit integer
76 PINLINE asr_int32_t himul32(asr_int32_t factor1, asr_int32_t factor2)
89 imul factor2
97 PINLINE asr_int32_t himul32(asr_int32_t factor1, asr_int32_t factor2)
110 __int64 y = factor2;
121 PINLINE asr_int32_t himul32(asr_int32_t factor1, asr_int32_t factor2)
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sp_fft.c 50 /*extern "C" asr_int32_t himul32(asr_int32_t factor1, asr_int32_t factor2);*/
97 himul32(factor1, factor2) = floor( (factor1 * factor2) / 2**32 )
98 we need floor( (factor1 * factor2) / 2**31 )
  /external/opencv/cxcore/src/
cxdxt.cpp 742 int p, q, factor2 = (factor - 1)/2;
745 CvComplex64f* b = buf + factor2;
757 for( p = 1, k = nx; p <= factor2; p++, k += nx )
774 for( p = 1, k = nx; p <= factor2; p++, k += nx, d += dw )
795 for( p = 1, k = nx; p <= factor2; p++, k += nx )
800 for( q = 0; q < factor2; q++ )
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  /external/webrtc/src/modules/audio_processing/ns/main/source/
ns_core.c 827 float energy1, energy2, gain, factor, factor1, factor2; local
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nsx_core.c     [all...]

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