/external/skia/tests/ |
ShaderOpacityTest.cpp | 65 SkShader* grad = SkGradientShader::CreateLinear(pts, colors, pos, count, local 67 REPORTER_ASSERT(reporter, grad); 68 REPORTER_ASSERT(reporter, grad->isOpaque()); 69 grad->unref(); 74 grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode); 75 REPORTER_ASSERT(reporter, grad); 76 REPORTER_ASSERT(reporter, !grad->isOpaque()); 77 grad->unref(); 82 grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode); 83 REPORTER_ASSERT(reporter, grad); [all...] |
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/noise/basis/ |
ImprovedNoise.java | 89 static float grad(final int hash, final float x, final float y, final float z) {
method in class:ImprovedNoise
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/external/webrtc/src/modules/audio_coding/codecs/isac/main/source/ |
pitch_estimator.c | 483 double grad[4]; local 535 grad[k] = tmp * Wnrg; 551 grad[k] += tmp * Wfluct; 562 grad[k] += tmp * tmp * Wgain; 566 grad[3] += 1.33 * (tmp * tmp * Wgain); 583 /* Compute update as delta_gains = -inv(H) * grad */ 586 dG[k] = -grad[k];
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/external/chromium_org/third_party/mesa/src/src/mesa/program/ |
prog_noise.c | 152 float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */ local 154 grad = -grad; /* Set a random sign for the gradient */ 155 return (grad * x); /* Multiply the gradient with the distance */
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/external/mesa3d/src/mesa/program/ |
prog_noise.c | 152 float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */ local 154 grad = -grad; /* Set a random sign for the gradient */ 155 return (grad * x); /* Multiply the gradient with the distance */
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/ |
NoiseGenerator.java | 655 return NoiseMath.lerp(floorZ, NoiseMath.lerp(floorY, NoiseMath.lerp(floorX, NoiseMath.grad(hash[AA], x, y, z),
656 NoiseMath.grad(hash[BA], x - 1, y, z)),
657 NoiseMath.lerp(floorX, NoiseMath.grad(hash[AB], x, y - 1, z),
658 NoiseMath.grad(hash[BB], x - 1, y - 1, z))),
659 NoiseMath.lerp(floorY, NoiseMath.lerp(floorX, NoiseMath.grad(hash[AA + 1], x, y, z - 1),
660 NoiseMath.grad(hash[BA + 1], x - 1, y, z - 1)),
661 NoiseMath.lerp(floorX, NoiseMath.grad(hash[AB + 1], x, y - 1, z - 1),
662 NoiseMath.grad(hash[BB + 1], x - 1, y - 1, z - 1))));
824 public static float grad(int hash, float x, float y, float z) { method in class:NoiseGenerator.NoiseMath [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/ |
ir.h | 1427 } grad; member in union:ir_texture::__anon14982 [all...] |
/external/mesa3d/src/glsl/ |
ir.h | 1427 } grad; member in union:ir_texture::__anon25324 [all...] |