Searched refs:specular (Results 1 – 7 of 7) sorted by relevance
/frameworks/base/graphics/java/android/graphics/ |
D | EmbossMaskFilter.java | 32 public EmbossMaskFilter(float[] direction, float ambient, float specular, float blurRadius) { in EmbossMaskFilter() argument 36 native_instance = nativeConstructor(direction, ambient, specular, blurRadius); in EmbossMaskFilter() 39 …private static native long nativeConstructor(float[] direction, float ambient, float specular, flo… in nativeConstructor() argument
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/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/ |
D | Material.java | 84 float specular = .0f; in simpleSetup() local 94 mColor[p + SPEC] = (byte) (255 * specular); in simpleSetup() 119 float specular = .0f; in setup() local 124 mMaterialProp[i].mSpecular = specular; in setup() 155 float specular = (material[i].length > 4) ? material[i][4] / 100.f : .2f; in setup() local 159 mMaterialProp[i].mSpecular = specular; in setup() 184 float specular = .0f; in setup() local 189 mMaterialProp[i].mSpecular = specular; in setup() 271 float specular = m[k].mSpecular * t1 + m[k + 1].mSpecular * t2; in buildMaterialProp() local 280 mColor[p + SPEC] = (byte) (255 * specular); in buildMaterialProp()
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D | vr.rs | 272 float specular = mat.y * (1/255.f); // specular not used right now 274 … float lop = (ambient + diffuse * dot_prod + specular * pow(spec, 10)) * light * opf;
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/frameworks/base/core/jni/android/graphics/ |
D | MaskFilter.cpp | 31 …mboss(JNIEnv* env, jobject, jfloatArray dirArray, jfloat ambient, jfloat specular, jfloat radius) { in createEmboss() argument 42 direction, ambient, specular).release(); in createEmboss()
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/frameworks/layoutlib/bridge/src/android/graphics/ |
D | EmbossMaskFilter_Delegate.java | 59 float specular, float blurRadius) { in nativeConstructor() argument
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/frameworks/native/opengl/libagl/ |
D | light.cpp | 75 init_white(c->lighting.lights[0].specular); in ogles_init_light() 85 c->lighting.front.specular.a = 0x10000; in ogles_init_light() 254 vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); in validate_light() 326 vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); in lightVertexMaterial() 532 what = light.specular.v; in lightxv() 770 case GL_SPECULAR: what = c->lighting.front.specular.v; break; in glMaterialfv() 810 case GL_SPECULAR: what = c->lighting.front.specular.v; break; in glMaterialxv()
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D | context.h | 290 vec4_t specular; member 310 vec4_t specular; member
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