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  /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.
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));
  /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.
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.
  /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;
  /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"
  /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;
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 32 float4 diffuse;
72 return diffuse * diffuse_c + specular * specular_c;
  /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
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  /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
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  /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")));
test_app.rsh 38 float4 diffuse;
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$");
  /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.
  /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
  /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);
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  /external/jmonkeyengine/engine/src/android/jme3test/android/
TestUnshadedModel.java 30 mat.setColor("Diffuse", ColorRGBA.White);
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/
TextureBlender.java 36 * the material diffuse color
  /external/jmonkeyengine/engine/src/test/jme3test/material/
TestUnshadedModel.java 30 mat.setColor("Diffuse", ColorRGBA.White);
  /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>
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  /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)
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  /external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
TerrainLighting.j3md 18 // Diffuse color
19 Color Diffuse
  /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
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  /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
  /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,
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