/cts/suite/pts/deviceTests/opengl/assets/fragment/ |
water | 31 float diffuse = max(dot(lightVector, normal), 0.0); 33 diffuse = diffuse + 0.025; 34 // Use the diffuse illumination to get final output color. 35 gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue.
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perspective | 24 float diffuse = max(dot(lightVector, v_Normal), 0.0); 26 diffuse = diffuse + 0.25; 27 // Multiply the diffuse illumination and texture to get final output color. 28 gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.j3md | 15 // Use minnaert diffuse instead of lambert
30 // Color ramp, will map diffuse and specular values through it.
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Lighting.j3md | 15 // Output alpha from the diffuse map
24 // Use the provided ambient, diffuse, and specular colors
31 // Use minnaert diffuse instead of lambert
37 // Use vertex color as an additional diffuse color.
43 // Diffuse color
44 Color Diffuse (MaterialDiffuse)
52 // Diffuse map
76 // Color ramp, will map diffuse and specular values through it.
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
Lighting.glsllib | 44 float diffuse = Lighting_Diffuse(tanNormal, tanLightDir.xyz);
45 outSpecular += specular * lightScale * step(0.01, diffuse) * g_LightColor[i].rgb;
46 outDiffuse += diffuse * lightScale * g_LightColor[i].rgb;
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/cts/suite/pts/deviceTests/opengl/jni/primitive/fullpipeline/ |
FullPipelineRenderer.cpp | 85 " float diffuse = max(dot(v_Normal, lightVector), 0.0);\n" 87 " diffuse = diffuse * (1.0 / (1.0 + (0.01 * distance)));\n" 89 " diffuse = diffuse + 0.25;\n" 90 " // Multiply the diffuse illumination and texture to get final output color.\n" 91 " gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));\n"
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/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11gears/ |
d3d11gears.hlsl | 32 float4 diffuse;
72 return diffuse * diffuse_c + specular * specular_c;
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/ |
d3d11gears.hlsl | 32 float4 diffuse;
72 return diffuse * diffuse_c + specular * specular_c;
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/external/chromium_org/third_party/mesa/src/docs/ |
conform.html | 165 Diffuse Light test passed. 166 Diffuse Material test passed. 167 Diffuse Material Normal test passed. 168 Diffuse Material Positioning test passed. 278 Diffuse Light test passed. 279 Diffuse Material test passed. 280 Diffuse Material Normal test passed. 281 Diffuse Material Positioning test passed. 391 Diffuse Light test passed. 392 Diffuse Material test passed [all...] |
/external/mesa3d/docs/ |
conform.html | 165 Diffuse Light test passed. 166 Diffuse Material test passed. 167 Diffuse Material Normal test passed. 168 Diffuse Material Positioning test passed. 278 Diffuse Light test passed. 279 Diffuse Material test passed. 280 Diffuse Material Normal test passed. 281 Diffuse Material Positioning test passed. 391 Diffuse Light test passed. 392 Diffuse Material test passed [all...] |
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
SimpleAppRS.java | 142 fb.setShader(mRes, R.raw.diffuse); 143 // We want a texture called diffuse on our shader 144 fb.addTexture(TextureType.TEXTURE_2D, "diffuse"); 167 // This will mean a texture param in the shader called "diffuse" 169 sphere.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "red.jpg"))); 181 cube.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "orange.jpg")));
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test_app.rsh | 38 float4 diffuse;
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TestAppRS.java | 140 fb.addTexture(TextureType.TEXTURE_2D, "diffuse"); 169 mDiffuseF = createFromResource(R.raw.diffuse, false, camParamType); 225 RenderState diffuse = new RenderState(mGenericV, mDiffuseF, null, null); local 240 mActiveScene.assignRenderStateToMaterial(diffuse, "lambert2$");
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
FixedFuncBinding.java | 49 * Specifies the material diffuse color. 75 * Use vertex color as an additional diffuse color, if lighting is enabled.
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/ |
MTLLoader.java | 66 protected ColorRGBA diffuse = new ColorRGBA(); field in class:MTLLoader 110 diffuse.set(ColorRGBA.LightGray); 130 diffuse.a = alpha; 135 material.setColor("Color", diffuse.clone()); 142 material.setColor("Diffuse", diffuse.clone()); 208 diffuse.set(readColor()); 275 // Works best if diffuse map has an alpha channel
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
MaterialLoader.java | 63 private ColorRGBA ambient, diffuse, specular, emissive; field in class:MaterialLoader 213 if (keyword.equals("diffuse")){ 216 diffuse = ColorRGBA.White; 219 diffuse = readColor(split[1]); 363 if(diffuse != null){ 364 mat.setColor("Diffuse", diffuse); 366 mat.setColor("Diffuse", ColorRGBA.White); 404 if(diffuse != null){ 405 mat.setColor("Color", diffuse); [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
TestUnshadedModel.java | 30 mat.setColor("Diffuse", ColorRGBA.White);
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/ |
TextureBlender.java | 36 * the material diffuse color
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/external/jmonkeyengine/engine/src/test/jme3test/material/ |
TestUnshadedModel.java | 30 mat.setColor("Diffuse", ColorRGBA.White);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/assets/ |
orientation_test.dae | 112 <diffuse> 138 </diffuse> 169 <diffuse> 195 </diffuse> 226 <diffuse> 252 </diffuse> 283 <diffuse> 309 </diffuse> 340 <diffuse> 366 </diffuse> [all...] |
/frameworks/native/opengl/libagl/ |
light.cpp | 74 init_white(c->lighting.lights[0].diffuse); 81 c->lighting.front.diffuse.r = 82 c->lighting.front.diffuse.g = 83 c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); 84 c->lighting.front.diffuse.a = 0x10000; 253 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); 271 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; 317 material.diffuse = v->color; 325 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v) [all...] |
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
TerrainLighting.j3md | 18 // Diffuse color
19 Color Diffuse
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/external/libvorbis/doc/ |
stereo.html | 151 <h4>point and diffuse imaging</h4> 156 field, and a 'diffuse image' (angle) that fills a large amount of 160 stereo*. Angle information represents diffuse sound fields, such as 170 even non-diffuse, fast, sharp echoes track very accurately using 174 results in unstable imaging). Reverberation and diffuse sounds tend 178 Separating representation of point and diffuse imaging also allows us 179 to model and manipulate point and diffuse qualities separately.</p> 306 into point and diffuse components which may be analyzed and handled 333 resolution from the stereo image; it affects only diffuse imaging.</p> 375 entirely. Any diffuse quality to a sound source tends to collaps [all...] |
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/ |
MaterialContext.java | 295 * This method returns the diffuse color. 298 * @param diffuseShader the diffuse shader 299 * @return the diffuse color 305 // diffuse color 326 throw new IllegalStateException("Unknown diffuse shader type: " + diffuseShader.toString()); 404 * @return a copy of diffuse color 411 * @return an enum describing the type of a diffuse shader used by this material
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/external/chromium_org/third_party/mesa/src/src/mesa/main/ |
light.c | 117 if (TEST_EQ_4V(light->Diffuse, params)) 120 COPY_4V( light->Diffuse, params ); 350 COPY_4V( params, ctx->Light.Light[l].Diffuse ); 403 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); 404 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); 405 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); 406 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); 671 /* update material diffuse values */ 674 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, 681 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, [all...] |