Lines Matching full:edge
13 float fDistSq; // distance squared to nearest (so far) edge texel
14 SkPoint fDistVector; // distance vector to nearest (so far) edge texel
31 // We treat an "edge" as a place where we cross from >=128 to <128, or vice versa, or
41 // search for an edge
107 // computes the distance to an edge given an edge normal vector and a pixel's alpha value
124 // a1 = 0.5*dy/dx is the smaller fractional area chopped off by the edge
129 // relative to the edge fractional area
161 // i.e., if you're outside, gradient points towards edge
162 // if you're inside, gradient points away from edge
174 // init squared distance to edge and distance vector
315 // enable this to output edge data rather than the distance field
352 // create zeroed temp DFData+edge storage
373 // don't need to calculate distance for edge pixels
385 // don't need to calculate distance for edge pixels
403 // don't need to calculate distance for edge pixels
415 // don't need to calculate distance for edge pixels
435 float edge = 0.0f;
437 edge = 0.25f;
440 float result = alpha + (1.0f-alpha)*edge;
473 // we copy our source image into a padded copy to ensure we catch edge transitions
501 // we copy our source image into a padded copy to ensure we catch edge transitions