/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);
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/development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/ |
ShaderPlainES3.fsh | 10 out vec4 outColor; 20 outColor = colorDiffuse + colorSpecular;
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/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;
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/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;
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/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);
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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,
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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"
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/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,
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GrGLProgramBuilder.h | 307 const char* outColor, 310 const char* outColor,
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/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());
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/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);
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/external/deqp/modules/gles31/functional/ |
es31fGeometryShaderTests.cpp | [all...] |