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  /cts/tests/openglperf2/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/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");
  /external/skia/src/core/
SkLightingShader.h 65 /** Returns a shader that lights the diffuse and normal maps with a single light.
70 @param diffuse the diffuse bitmap
77 either 'diffuse' or 'normal' are empty
78 either 'diffuse' or 'normal' are too big (> 65535 on a side)
79 'diffuse' and 'normal' aren't the same size
93 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
SkLightingShader.cpp 24 allow 'diffuse' & 'normal' to be of different dimensions?
31 non-opaque diffuse textures
32 A8 diffuse textures
45 lights to light the diffuse bitmap.
46 @param diffuse the diffuse bitmap
50 @param diffLocalM the local matrix for the diffuse coordinates
53 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
58 , fDiffuseMap(diffuse)
143 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix
578 SkBitmap diffuse; local
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  /frameworks/rs/java/tests/VrDemo/src/com/example/android/rs/vr/engine/
Material.java 27 * RGB, Opacity diffuse specular, ambient
83 float diffuse = .7f; local
93 mColor[p + DIFF] = (byte) (255 * diffuse);
118 float diffuse = .7f; local
125 mMaterialProp[i].mDiffuse = diffuse;
154 float diffuse = (material[i].length > 3) ? material[i][3] / 100.f : .6f; local
160 mMaterialProp[i].mDiffuse = diffuse;
183 float diffuse = .7f; local
190 mMaterialProp[i].mDiffuse = diffuse;
270 float diffuse = m[k].mDiffuse * t1 + m[k + 1].mDiffuse * t2; local
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vr.rs 170 float diffuse = mat.z * (1/255.f);
171 float lop = (ambient + diffuse * dot_prod) * light * opf;
273 float diffuse = mat.z * (1/255.f);// diffuse
274 float lop = (ambient + diffuse * dot_prod + specular * pow(spec, 10)) * light * opf;
  /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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context.h 288 vec4_t diffuse; member in struct:android::gl::light_t
308 vec4_t diffuse; member in struct:android::gl::material_t
  /external/vulkan-validation-layers/libs/glm/detail/
dummy.cpp 41 glm::vec4 diffuse; // Dcm member in struct:material
49 glm::vec4 diffuse; // Dcli
170 float Diffuse = glm::dot(Intersection.normal, LightVector);
171 if(Diffuse <= 0.0f)
174 Color += Light.color() * Material.diffuse * Diffuse;
48 glm::vec4 diffuse; \/\/ Dcli member in struct:light
  /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/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])
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  /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
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  /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:__anon19856
1592 float diffuse[4]; member in struct:__anon19879
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  /external/v8/benchmarks/
navier-stokes.js 157 function diffuse(b, x, x0, dt)
280 diffuse(0, x0, x, dt );
raytrace.js 718 // Calc diffuse lighting
  /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::__anon40725
515 D3DCOLORVALUE diffuse; member in union:_D3DMATERIAL7::__anon40730
1283 D3DDP_PTRSTRIDE diffuse; member in struct:_D3DDRAWPRIMITIVESTRIDEDDATA
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  /external/mesa3d/src/mesa/program/
program_lexer.l 267 {dot}diffuse { return DIFFUSE; }
  /external/skia/src/effects/
SkLightingImageFilter.cpp 1883 const GrDiffuseLightingEffect& diffuse = proc.cast<GrDiffuseLightingEffect>(); local
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