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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.
  /frameworks/rs/tests/java_api/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 289 vec4_t diffuse; member in struct:android::gl::light_t
309 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/swiftshader/src/Shader/
PixelPipeline.hpp 26 PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}
37 Vector4s &diffuse; member in class:sw::PixelPipeline
PixelPipeline.cpp 25 if(state.color[0].component & 0x1) diffuse.x = convertFixed12(v[0].x); else diffuse.x = Short4(0x1000);
26 if(state.color[0].component & 0x2) diffuse.y = convertFixed12(v[0].y); else diffuse.y = Short4(0x1000);
27 if(state.color[0].component & 0x4) diffuse.z = convertFixed12(v[0].z); else diffuse.z = Short4(0x1000);
28 if(state.color[0].component & 0x8) diffuse.w = convertFixed12(v[0].w); else diffuse.w = Short4(0x1000);
38 current = diffuse;
447 case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break
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VertexPipeline.cpp 197 Vector4f diffuse = v[Color0]; local
199 o[C0].x = diffuse.x;
200 o[C0].y = diffuse.y;
201 o[C0].z = diffuse.z;
202 o[C0].w = diffuse.w;
294 // Diffuse
459 // Diffuse alpha component
  /external/skia/src/shaders/
SkLightingShader.cpp 28 fix non-opaque diffuse textures
31 A8 diffuse textures
43 lights to light the diffuse bitmap.
44 @param diffuseShader the shader that provides the diffuse colors
112 // This FP expects a premul'd color input for its diffuse color. Premul'ing of the paint's color is
113 // handled by the asFragmentProcessor() factory, but shaders providing diffuse color must output it
167 // diffuse light
352 SkPMColor diffuse[BUFFER_MAX]; local
363 fDiffuseContext->shadeSpan(x, y, diffuse, n);
368 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i])
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  /external/skia/tests/
SerializationTest.cpp 568 SkBitmap diffuse = sk_tool_utils::create_checkerboard_bitmap( local
574 SkRect bitmapBounds = SkRect::MakeIWH(diffuse.width(), diffuse.height());
590 sk_sp<SkShader> diffuseShader = SkShader::MakeBitmapShader(diffuse,
  /external/mesa3d/src/mesa/main/
ffvertex_prog.c 1175 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); local
1230 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); local
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  /external/mesa3d/src/gallium/drivers/svga/include/
svga3d_cmd.h 398 float diffuse[4]; member in struct:__anon27971
893 float diffuse[4]; member in struct:__anon27999
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  /external/mesa3d/src/gallium/drivers/svga/svgadump/
svga_dump.c 466 _debug_printf("\t\t.material.diffuse[0] = %f\n", (*cmd).material.diffuse[0]);
467 _debug_printf("\t\t.material.diffuse[1] = %f\n", (*cmd).material.diffuse[1]);
468 _debug_printf("\t\t.material.diffuse[2] = %f\n", (*cmd).material.diffuse[2]);
469 _debug_printf("\t\t.material.diffuse[3] = %f\n", (*cmd).material.diffuse[3]);
514 _debug_printf("\t\t.data.diffuse[0] = %f\n", (*cmd).data.diffuse[0])
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  /external/v8/benchmarks/
navier-stokes.js 157 function diffuse(b, x, x0, dt) function in function:FluidField
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 494 D3DCOLORVALUE diffuse; member in union:_D3DMATERIAL::__anon57932
519 D3DCOLORVALUE diffuse; member in union:_D3DMATERIAL7::__anon57937
1288 D3DDP_PTRSTRIDE diffuse; member in struct:_D3DDRAWPRIMITIVESTRIDEDDATA
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  /external/mesa3d/src/mesa/program/
program_lexer.l 244 {dot}diffuse { return DIFFUSE; }
  /external/swiftshader/src/OpenGL/libGLES_CM/
Context.cpp 175 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f};
184 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
643 light[index].diffuse = {r, g, b, a};
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Context.h 138 Color diffuse; member in struct:es1::Light
  /prebuilts/ndk/r13/sources/third_party/shaderc/third_party/glslang/hlsl/
hlslParseHelper.cpp 1349 TIntermAggregate* diffuse = new TIntermAggregate(EOpMax); local
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  /external/skia/src/effects/
SkLightingImageFilter.cpp 1944 const GrDiffuseLightingEffect& diffuse = proc.cast<GrDiffuseLightingEffect>(); local
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  /external/swiftshader/src/D3D8/
Direct3DDevice8.cpp 98 material.Diffuse.r = 1.0f;
99 material.Diffuse.g = 1.0f;
100 material.Diffuse.b = 1.0f;
101 material.Diffuse.a = 0.0f;
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  /external/swiftshader/src/D3D9/
Direct3DDevice9.cpp 110 material.Diffuse.r = 1.0f;
111 material.Diffuse.g = 1.0f;
112 material.Diffuse.b = 1.0f;
113 material.Diffuse.a = 0.0f;
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