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  /cts/suite/cts/deviceTests/opengl/assets/fragment/
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));
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.
  /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;
d3d11gears.cpp 60 float4 diffuse; member in struct:cbuf_t
291 cbd.diffuse = gears[i].color;
498 //fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n");
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 32 float4 diffuse;
72 return diffuse * diffuse_c + specular * specular_c;
d3d11gears.cpp 60 float4 diffuse; member in struct:cbuf_t
291 cbd.diffuse = gears[i].color;
498 //fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n");
  /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...]
context.h 288 vec4_t diffuse; member in struct:android::gl::light_t
308 vec4_t diffuse; member in struct:android::gl::material_t
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/
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$");
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")));
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.hlsl 183 float3 diffuse = float3(0.6, 0.6, 0.4);
189 r.xyz += saturate(dot(light, normalize(input.worldnormal))) * diffuse;
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/
d3d11spikysphere.hlsl 183 float3 diffuse = float3(0.6, 0.6, 0.4);
189 r.xyz += saturate(dot(light, normalize(input.worldnormal))) * diffuse;
  /external/qemu/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeLeopard/SDL OpenGL Application/atlantis/
atlantis.c 138 static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; local
156 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  /external/qemu/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/atlantis/
atlantis.c 138 static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; local
156 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  /external/qemu/distrib/sdl-1.2.15/Xcode/TemplatesForXcodeTiger/SDL OpenGL Application/atlantis/
atlantis.c 138 static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; local
156 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/svgadump/
svga_dump.c 400 _debug_printf("\t\t.material.diffuse[0] = %f\n", (*cmd).material.diffuse[0]);
401 _debug_printf("\t\t.material.diffuse[1] = %f\n", (*cmd).material.diffuse[1]);
402 _debug_printf("\t\t.material.diffuse[2] = %f\n", (*cmd).material.diffuse[2]);
403 _debug_printf("\t\t.material.diffuse[3] = %f\n", (*cmd).material.diffuse[3]);
448 _debug_printf("\t\t.data.diffuse[0] = %f\n", (*cmd).data.diffuse[0])
    [all...]
  /external/mesa3d/src/gallium/drivers/svga/svgadump/
svga_dump.c 400 _debug_printf("\t\t.material.diffuse[0] = %f\n", (*cmd).material.diffuse[0]);
401 _debug_printf("\t\t.material.diffuse[1] = %f\n", (*cmd).material.diffuse[1]);
402 _debug_printf("\t\t.material.diffuse[2] = %f\n", (*cmd).material.diffuse[2]);
403 _debug_printf("\t\t.material.diffuse[3] = %f\n", (*cmd).material.diffuse[3]);
448 _debug_printf("\t\t.data.diffuse[0] = %f\n", (*cmd).data.diffuse[0])
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
ffvertex_prog.c 1186 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); local
1241 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); local
    [all...]
  /external/mesa3d/src/mesa/main/
ffvertex_prog.c 1186 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); local
1241 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); local
    [all...]
  /cts/suite/cts/deviceTests/browserbench/assets/octane/
navier-stokes.js 175 function diffuse(b, x, x0, dt)
298 diffuse(0, x0, x, dt );
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/include/
svga3d_reg.h 449 SVGA3D_VERTEXMATERIAL_DIFFUSE = 1, /* Use the value in the diffuse component */
1282 float diffuse[4]; member in struct:__anon18626
1592 float diffuse[4]; member in struct:__anon18649
    [all...]
  /external/chromium_org/v8/benchmarks/
navier-stokes.js 157 function diffuse(b, x, x0, dt)
280 diffuse(0, x0, x, dt );
  /external/mesa3d/src/gallium/drivers/svga/include/
svga3d_reg.h 449 SVGA3D_VERTEXMATERIAL_DIFFUSE = 1, /* Use the value in the diffuse component */
1282 float diffuse[4]; member in struct:__anon32023
1592 float diffuse[4]; member in struct:__anon32046
    [all...]
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dtypes.h 490 D3DCOLORVALUE diffuse; member in union:_D3DMATERIAL::__anon49536
515 D3DCOLORVALUE diffuse; member in union:_D3DMATERIAL7::__anon49541
1283 D3DDP_PTRSTRIDE diffuse; member in struct:_D3DDRAWPRIMITIVESTRIDEDDATA
    [all...]
  /external/chromium_org/native_client_sdk/src/examples/demo/earth_simd/
earth.cc 288 // Light position, ambient and diffuse settings. Do not change these
438 const f32x4_t diffuse = {diffuse_r_, diffuse_g_, diffuse_b_, 0.0f}; local
505 f32x4_t p = diffuse * broadcast(d) + ambient;

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