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Searched refs:diffuse (Results 1 – 5 of 5) sorted by relevance

/frameworks/base/packages/SystemUI/res/raw/
Dimage_wallpaper_fragment_shader.glsl25 vec4 transform(vec3 diffuse) {
27 vec3 lum = luminosity(diffuse);
34 diffuse = mix(diffuse, lum, trans);
42 * - from reveal=1 to reveal=per85 => lower=per85, diffuse=luminance
47 * - from reveal=per85 to reveal=0 => lower=reveal, 'diffuse' changes from luminance to color
52 * - if reveal=0 => lower=0, diffuse=color image
55 vec3 remaps = smoothstep(lower, 1., diffuse);
57 // Interpolate between diffuse and remaps using reveal to avoid over saturation.
58 diffuse = mix(diffuse, remaps, uReveal);
67 diffuse *= uAod2Opacity * fadeInOpacity;
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/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
DMaterial.java83 float diffuse = .7f; in simpleSetup() local
93 mColor[p + DIFF] = (byte) (255 * diffuse); in simpleSetup()
118 float diffuse = .7f; in setup() local
125 mMaterialProp[i].mDiffuse = diffuse; in setup()
154 float diffuse = (material[i].length > 3) ? material[i][3] / 100.f : .6f; in setup() local
160 mMaterialProp[i].mDiffuse = diffuse; in setup()
183 float diffuse = .7f; in setup() local
190 mMaterialProp[i].mDiffuse = diffuse; in setup()
270 float diffuse = m[k].mDiffuse * t1 + m[k + 1].mDiffuse * t2; in buildMaterialProp() local
279 mColor[p + DIFF] = (byte) (255 * diffuse); in buildMaterialProp()
Dvr.rscript170 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/
Dlight.cpp74 init_white(c->lighting.lights[0].diffuse); in ogles_init_light()
81 c->lighting.front.diffuse.r = in ogles_init_light()
82 c->lighting.front.diffuse.g = in ogles_init_light()
83 c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); in ogles_init_light()
84 c->lighting.front.diffuse.a = 0x10000; in ogles_init_light()
253 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); in validate_light()
271 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; in validate_light()
317 material.diffuse = v->color; in lightVertexMaterial()
325 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); in lightVertexMaterial()
338 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; in lightVertexMaterial()
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Dcontext.h289 vec4_t diffuse; member
309 vec4_t diffuse; member