/cts/tests/openglperf2/assets/fragment/ |
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.
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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));
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
shadersrc.h | 51 " lowp float diffuse = max(0., dot(worldNormal, lightDir));\n" 53 " if (diffuse > 0.) {\n" 57 " return diffuse * diffuseColor * colorIn + specular * specularColor;\n" 62 " lowp float diffuse = max(0., dot(worldNormal, lightDir));\n" 63 " return diffuse * diffuseColor * colorIn;\n"
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/cts/tests/openglperf2/jni/primitive/fullpipeline/ |
FullPipelineRenderer.cpp | 85 " float diffuse = max(dot(v_Normal, lightVector), 0.0);\n" 87 " diffuse = diffuse * (1.0 / (1.0 + (0.01 * distance)));\n" 89 " diffuse = diffuse + 0.25;\n" 90 " // Multiply the diffuse illumination and texture to get final output color.\n" 91 " gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));\n"
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
VertShader.vsh | 32 // Simple diffuse lighting in model space
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/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 [all...] |
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;
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/external/swiftshader/src/Renderer/ |
Vertex.hpp | 28 C0 = 1, // Diffuse 74 float4 C[2]; // Diffuse and specular color
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Context.cpp | 1219 // Directly using the diffuse input color 1233 // Using the current color (initialized to diffuse) before it's overwritten 1236 if(textureStage[i].usesCurrent() || textureStage[i].isStageDisabled()) // Current color contains diffuse before being overwritten 1262 // Vertex processor provides diffuse component 1278 // Pixel processor requires diffuse component
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/external/mesa3d/docs/ |
conform.html | 172 Diffuse Light test passed. 173 Diffuse Material test passed. 174 Diffuse Material Normal test passed. 175 Diffuse Material Positioning test passed. 285 Diffuse Light test passed. 286 Diffuse Material test passed. 287 Diffuse Material Normal test passed. 288 Diffuse Material Positioning test passed. 398 Diffuse Light test passed. 399 Diffuse Material test passed [all...] |
/external/vulkan-validation-layers/libs/glm/detail/ |
dummy.cpp | 41 glm::vec4 diffuse; // Dcm member in struct:material 48 glm::vec4 diffuse; // Dcli member in struct:light 168 float Diffuse = glm::dot(Intersection.normal, LightVector); 169 if(Diffuse <= 0.0f) 172 Color += Light.color() * Material.diffuse * Diffuse;
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/prebuilts/ndk/r16/sources/third_party/vulkan/src/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
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/cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/sixdof/Renderer/RenderUtils/ |
ShaderHelper.java | 127 + " float diffuse = max(dot(v_Normal, lightVector), 0.25);\n" 128 + " diffuse = diffuse * (u_LightStrength / (1.0 + (0.25 * distance * distance)));\n" 129 + " gl_FragColor = v_Color * diffuse;\n"
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/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) [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/Content/ |
VertShader.cpp | 47 "\t// Simple diffuse lighting in model space\r\n"
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/external/mesa3d/src/gallium/state_trackers/nine/ |
nine_dump.c | 244 case D3DTA_DIFFUSE: return "DIFFUSE"; 291 "Diffuse: (%f %f %f %f)\n" 302 lit->Diffuse.r,lit->Diffuse.r,lit->Diffuse.g,lit->Diffuse.a, 316 "Diffuse: (%f %f %f %f)\n" 321 mat->Diffuse.r,mat->Diffuse.r,mat->Diffuse.g,mat->Diffuse.a [all...] |
/external/mesa3d/src/mesa/main/ |
light.c | 116 if (TEST_EQ_4V(light->Diffuse, params)) 119 COPY_4V( light->Diffuse, params ); 337 COPY_4V( params, ctx->Light.Light[l].Diffuse ); 389 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); 390 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); 391 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); 392 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); 657 /* update material diffuse values */ 663 SCALE_3V( light->_MatDiffuse[0], light->Diffuse, 673 SCALE_3V( light->_MatDiffuse[1], light->Diffuse, [all...] |
/external/deqp/modules/gles2/functional/ |
es2fLightAmountTest.cpp | 68 " vec3 diffuse;\n" 92 " return cosAngle * light.diffuse;\n" 101 " return atten * cosAngle * light.diffuse;\n"
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/external/mesa3d/src/gallium/drivers/i915/ |
TODO | 19 We could also use diffuse/specular and pack two sets of 2D coords in a single
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/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
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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
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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; 448 case TextureStage::SOURCE_DIFFUSE: arg1 = &diffuse; break [all...] |
/external/mesa3d/src/compiler/glsl/ |
builtin_types.cpp | 73 glsl_struct_field(glsl_type::vec4_type, "diffuse"), 80 glsl_struct_field(glsl_type::vec4_type, "diffuse"), 103 glsl_struct_field(glsl_type::vec4_type, "diffuse"),
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/frameworks/rs/tests/java_api/VrDemo/ |
_index.html | 50 <dt>diffuse</dt>
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/external/mesa3d/src/mesa/tnl/ |
t_vb_lighttmp.h | 164 /* Which side gets the diffuse & specular terms? */ 183 /* diffuse term */ 364 /* diffuse term */
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