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  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
Splatting.glsllib 1 void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){
2 outColor = texture2D(baseMap, tc * vec2(scale)).rgb;
5 void Splatting_AlphaDetail(in sampler2D alphaMap, in sampler2D detailMap, in vec2 tc, in float scale, out vec3 outColor){
8 //outColor = mix(outColor, color, alpha);
9 outColor = outColor + color * vec3(alpha);
  /development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/
ShaderPlainES3.fsh 10 out vec4 outColor;
20 outColor = colorDiffuse + colorSpecular;
  /external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
Terrain.frag 58 vec4 outColor = tex1 * alpha.r; // Red channel
59 outColor = mix( outColor, tex2, alpha.g ); // Green channel
60 outColor = mix( outColor, tex3, alpha.b ); // Blue channel
61 gl_FragColor = outColor;
  /frameworks/base/libs/hwui/
GradientCache.cpp 194 void GradientCache::splitToBytes(uint32_t inColor, GradientColor& outColor) const {
195 outColor.r = (inColor >> 16) & 0xff;
196 outColor.g = (inColor >> 8) & 0xff;
197 outColor.b = (inColor >> 0) & 0xff;
198 outColor.a = (inColor >> 24) & 0xff;
201 void GradientCache::splitToFloats(uint32_t inColor, GradientColor& outColor) const {
202 outColor.r = ((inColor >> 16) & 0xff) / 255.0f;
203 outColor.g = ((inColor >> 8) & 0xff) / 255.0f;
204 outColor.b = ((inColor >> 0) & 0xff) / 255.0f;
205 outColor.a = ((inColor >> 24) & 0xff) / 255.0f
    [all...]
GradientCache.h 166 GradientColor& outColor) const;
168 void splitToBytes(uint32_t inColor, GradientColor& outColor) const;
169 void splitToFloats(uint32_t inColor, GradientColor& outColor) const;
  /external/skia/src/gpu/effects/
GrTextureDomain.cpp 44 const char* outColor,
67 builder->codeAppendf("\t%s = ", outColor);
78 builder->codeAppendf("\t%s = ", outColor);
109 builder->codeAppendf("\t%s = mix(inside, outside, blend);\n", outColor);
117 outColor);
130 builder->codeAppendf("\t%s = ", outColor);
GrTextureDomain.h 106 * @param outcolor name of vec4 variable to hold the sampled color.
110 * expression before being written to outColor.
114 const char* outColor,
GrCustomXfermode.cpp 184 setLumBody.append("vec3 outColor = hueSat + diff;");
185 setLumBody.appendf("float outLum = %s(outColor);", getFunction.c_str());
186 setLumBody.append("float minComp = min(min(outColor.r, outColor.g), outColor.b);"
187 "float maxComp = max(max(outColor.r, outColor.g), outColor.b);"
189 "outColor = outLum + ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
    [all...]
  /development/ndk/platforms/android-18/samples/gles3jni/jni/
RendererES3.cpp 45 "out vec4 outColor;\n"
47 " outColor = vColor;\n"
  /external/skia/src/gpu/gl/builders/
GrGLProgramBuilder.cpp 291 const char* outColor,
301 ifp->fGLProc->emitCode(this, fp, outColor, inColor, fOutCoords[index], samplers);
310 const char* outColor,
321 GrGLGeometryProcessor::EmitArgs args(this, gp, bt, outColor, outCoverage, samplers,
GrGLProgramBuilder.h 307 const char* outColor,
310 const char* outColor,
  /external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/
RenderDeviceJme.java 186 private ColorRGBA convertColor(Color inColor, ColorRGBA outColor) {
187 return outColor.set(inColor.getRed(), inColor.getGreen(), inColor.getBlue(), inColor.getAlpha());
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_wm_fp.c 973 struct prog_src_register outcolor; local
982 outcolor = src_reg(PROGRAM_OUTPUT, FRAG_RESULT_COLOR);
984 outcolor = src_reg(PROGRAM_OUTPUT, FRAG_RESULT_DATA0 + i);
987 0, outcolor, payload_r0_depth, outdepth);
  /external/deqp/modules/gles31/functional/
es31fGeometryShaderTests.cpp     [all...]

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