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  /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.
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));
  /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"
  /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"
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
VertShader.vsh 32 // Simple diffuse lighting in model space
  /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;
  /external/swiftshader/src/Renderer/
Vertex.hpp 28 C0 = 1, // Diffuse
74 float4 C[2]; // Diffuse and specular color
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
  /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;
  /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
  /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"
  /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"
  /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"
  /external/mesa3d/src/gallium/drivers/i915/
TODO 19 We could also use diffuse/specular and pack two sets of 2D coords in a single
  /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
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
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"),
  /frameworks/rs/tests/java_api/VrDemo/
_index.html 50 <dt>diffuse</dt>
  /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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