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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
Dpaintf.glsl17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
18 col.xyz = col.xyz * light0_Diffuse * 1.1;
19 col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
22 col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel);
23 col.w = 0.8;
24 gl_FragColor = col;
Dblur_v.glsl6 vec3 col = texture2D(UNI_color, blurCoord).rgb;
8 col += texture2D(UNI_color, blurCoord).rgb;
10 col += texture2D(UNI_color, blurCoord).rgb;
12 col += texture2D(UNI_color, blurCoord).rgb;
14 col = col * 0.25;
16 gl_FragColor = vec4(col, 0.0);
Dselect_color.glsl4 vec3 col = texture2D(UNI_color, varTex0).rgb;
7 float lum = dot(desat, col);
9 col = mix(col, vec3(0.0), stepVal)*0.5;
11 gl_FragColor = vec4(col, 0.0);
Dblur_h.glsl6 vec3 col = texture2D(UNI_color, blurCoord).rgb;
8 col += texture2D(UNI_color, blurCoord).rgb;
10 col += texture2D(UNI_color, blurCoord).rgb;
12 col += texture2D(UNI_color, blurCoord).rgb;
14 gl_FragColor = vec4(col * 0.25, 0.0);
Dplastic.glsl17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
18 col.xyz = col.xyz * light0_Diffuse * 1.2;
19 col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
20 gl_FragColor = col;
Dmetal.glsl17 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
18 col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
19 col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
21 gl_FragColor = col;
Dplastic_lights.glsl23 lowp vec4 col = UNI_diffuse;
24 col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
26 col.xyz += (light0_Specular + light1_Specular);
27 gl_FragColor = col;
Ddiffuse.glsl15 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
16 col.xyz = col.xyz * light0_Diffuse * 1.2;
17 gl_FragColor = col;
Ddiffuse_lights.glsl17 lowp vec4 col = UNI_diffuse;
18 col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz +
20 gl_FragColor = col;
/frameworks/compile/libbcc/tools/build/
Ddataconvert.py53 col = 0
60 if col == 0:
63 col += 1
64 if col == 8:
66 col = 0
67 elif col % 4 == 0:
71 if col != 0:
/frameworks/compile/slang/
Dslangdata.py53 col = 0
60 if col == 0:
63 col += 1
64 if col == 16:
66 col = 0
67 elif col % 4 == 0:
73 if col != 0:
/frameworks/compile/libbcc/lib/ScriptCRT/
Drs_core.c78 rsMatrixSet(rs_matrix4x4 *m, uint32_t row, uint32_t col, float v) { in rsMatrixSet() argument
79 m->m[row * 4 + col] = v; in rsMatrixSet()
83 rsMatrixGet(const rs_matrix4x4 *m, uint32_t row, uint32_t col) { in rsMatrixGet() argument
84 return m->m[row * 4 + col]; in rsMatrixGet()
88 rsMatrixSet(rs_matrix3x3 *m, uint32_t row, uint32_t col, float v) { in rsMatrixSet() argument
89 m->m[row * 3 + col] = v; in rsMatrixSet()
93 rsMatrixGet(const rs_matrix3x3 *m, uint32_t row, uint32_t col) { in rsMatrixGet() argument
94 return m->m[row * 3 + col]; in rsMatrixGet()
98 rsMatrixSet(rs_matrix2x2 *m, uint32_t row, uint32_t col, float v) { in rsMatrixSet() argument
99 m->m[row * 2 + col] = v; in rsMatrixSet()
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
Dshaderf.glsl10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
11col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_Di…
12 col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
13 col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
14 gl_FragColor = col;
Dshader2f.glsl23 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
24col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_Di…
25 col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
26 col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
27 gl_FragColor = col;
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
Dshaderarrayf.glsl10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
11col.xyz = col.xyz * (light0_Diffuse * UNI_light_DiffuseColor[0].xyz + light1_Diffuse * UNI_light_D…
12 col.xyz += light0_Specular * UNI_light_SpecularColor[0].xyz;
13 col.xyz += light1_Specular * UNI_light_SpecularColor[1].xyz;
14 gl_FragColor = col;
Dshaderf.glsl10 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
11col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_Di…
12 col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
13 col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
14 gl_FragColor = col;
Dshader2f.glsl23 lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
24col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_Di…
25 col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
26 col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
27 gl_FragColor = col;
/frameworks/base/docs/html/design/style/
Diconography.jd18 <div class="layout-content-col span-4">
23 <div class="layout-content-col span-4">
28 <div class="layout-content-col span-4">
36 <div class="layout-content-col span-4">
48 <div class="layout-content-col span-4">
59 <div class="layout-content-col span-4">
70 <div class="layout-content-col span-4">
73 <div class="layout-content-col span-7">
82 <div class="layout-content-col span-12">
118 <div class="layout-content-col span-4">
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/frameworks/base/docs/html/design/get-started/
Dprinciples.jd11 <div class="layout-content-col span-7">
19 <div class="layout-content-col span-6">
29 <div class="layout-content-col span-7">
36 <div class="layout-content-col span-6">
46 <div class="layout-content-col span-7">
54 <div class="layout-content-col span-6">
64 <div class="layout-content-col span-7">
71 <div class="layout-content-col span-6">
81 <div class="layout-content-col span-7">
87 <div class="layout-content-col span-6">
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/frameworks/base/docs/html/design/downloads/
Dindex.jd5 <div class="layout-content-col span-9">
12 <div class="layout-content-col span-4">
24 <div class="layout-content-col span-5">
32 <div class="layout-content-col span-4">
37 <div class="layout-content-col span-4">
51 <div class="layout-content-col span-5">
60 <div class="layout-content-col span-4">
65 <div class="layout-content-col span-4">
77 <div class="layout-content-col span-5">
85 <div class="layout-content-col span-4">
[all …]
/frameworks/av/media/libstagefright/codecs/on2/h264dec/source/
Dh264bsd_neighbour.c133 u32 i, row, col; in h264bsdInitMbNeighbours() local
142 row = col = 0; in h264bsdInitMbNeighbours()
147 if (col) in h264bsdInitMbNeighbours()
157 if (row && (col < picWidth - 1)) in h264bsdInitMbNeighbours()
162 if (row && col) in h264bsdInitMbNeighbours()
167 col++; in h264bsdInitMbNeighbours()
168 if (col == picWidth) in h264bsdInitMbNeighbours()
170 col = 0; in h264bsdInitMbNeighbours()
Dh264bsd_conceal.c55 static u32 ConcealMb(mbStorage_t *pMb, image_t *currImage, u32 row, u32 col,
129 u32 row, col; in h264bsdConceal() local
158 i = row = col = 0; in h264bsdConceal()
163 col++; in h264bsdConceal()
164 if (col == width) in h264bsdConceal()
167 col = 0; in h264bsdConceal()
192 for (j = col; j--;) in h264bsdConceal()
198 for (j = col + 1; j < width; j++) in h264bsdConceal()
253 u32 ConcealMb(mbStorage_t *pMb, image_t *currImage, u32 row, u32 col, in ConcealMb() argument
281 ASSERT(col < currImage->width); in ConcealMb()
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/frameworks/rs/
DrsMatrix3x3.h28 inline float get(uint32_t row, uint32_t col) const { in get()
29 return m[row*3 + col]; in get()
32 inline void set(uint32_t row, uint32_t col, float v) { in set()
33 m[row*3 + col] = v; in set()
DrsMatrix2x2.h28 inline float get(uint32_t row, uint32_t col) const { in get()
29 return m[row*2 + col]; in get()
32 inline void set(uint32_t row, uint32_t col, float v) { in set()
33 m[row*2 + col] = v; in set()
/frameworks/base/docs/html/design/patterns/
Dnew-4-0.jd5 <div class="layout-content-col span-7">
14 <div class="layout-content-col span-6">
24 <div class="layout-content-col span-7">
31 <div class="layout-content-col span-6">
41 <div class="layout-content-col span-7">
49 <div class="layout-content-col span-6">
59 <div class="layout-content-col span-7">
66 <div class="layout-content-col span-6">

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