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Searched refs:mix (Results 1 – 25 of 127) sorted by relevance

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/external/sonivox/arm-fm-22k/lib_src/
Deas_fmengine.c277 EAS_BOOL mix, in FM_Operator() argument
344 if (mix) in FM_Operator()
388 EAS_BOOL mix, in FM_NoiseOperator() argument
442 if (mix) in FM_NoiseOperator()
558 EAS_BOOL mix; in FM_ProcessVoice() local
615 mix = (mode < 2); in FM_ProcessVoice()
623 mix, in FM_ProcessVoice()
635 mix, in FM_ProcessVoice()
655 mix = ((mode == 0) || (mode == 5)); in FM_ProcessVoice()
663 mix, in FM_ProcessVoice()
[all …]
/external/sonivox/arm-hybrid-22k/lib_src/
Deas_fmengine.c277 EAS_BOOL mix, in FM_Operator() argument
344 if (mix) in FM_Operator()
388 EAS_BOOL mix, in FM_NoiseOperator() argument
442 if (mix) in FM_NoiseOperator()
558 EAS_BOOL mix; in FM_ProcessVoice() local
615 mix = (mode < 2); in FM_ProcessVoice()
623 mix, in FM_ProcessVoice()
635 mix, in FM_ProcessVoice()
655 mix = ((mode == 0) || (mode == 5)); in FM_ProcessVoice()
663 mix, in FM_ProcessVoice()
[all …]
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/noise/
DShaderUtils.java60 public static final float mix(final float a, final float b, final float f) { in mix() method in ShaderUtils
64 public static final Color mix(final Color a, final Color b, final float f) { in mix() method in ShaderUtils
65 …return new Color((int) ShaderUtils.clamp(ShaderUtils.mix(a.getRed(), b.getRed(), f), 0, 255), (int… in mix()
66 ShaderUtils.mix(a.getGreen(), b.getGreen(), f), 0, 255), (int) ShaderUtils.clamp( in mix()
67 ShaderUtils.mix(a.getBlue(), b.getBlue(), f), 0, 255)); in mix()
70 public static final int mix(final int a, final int b, final float f) { in mix() method in ShaderUtils
74 public static final float[] mix(final float[] c1, final float[] c2, final float f) { in mix() method in ShaderUtils
75 …return new float[] { ShaderUtils.mix(c1[0], c2[0], f), ShaderUtils.mix(c1[1], c2[1], f), ShaderUti… in mix()
/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
DTerrainLighting.frag209 diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
212 diffuseColor = mix( diffuseColor, diffuseColor2, alphaBlend.b );
215 diffuseColor = mix( diffuseColor, diffuseColor3, alphaBlend.a );
219 diffuseColor = mix( diffuseColor, diffuseColor4, alphaBlend1.r );
222 diffuseColor = mix( diffuseColor, diffuseColor5, alphaBlend1.g );
225 diffuseColor = mix( diffuseColor, diffuseColor6, alphaBlend1.b );
228 diffuseColor = mix( diffuseColor, diffuseColor7, alphaBlend1.a );
232 diffuseColor = mix( diffuseColor, diffuseColor8, alphaBlend2.r );
235 diffuseColor = mix( diffuseColor, diffuseColor9, alphaBlend2.g );
238 diffuseColor = mix( diffuseColor, diffuseColor10, alphaBlend2.b );
[all …]
DTerrain.frag59 outColor = mix( outColor, tex2, alpha.g ); // Green channel
60 outColor = mix( outColor, tex3, alpha.b ); // Blue channel
/external/clang/test/CodeGen/
Dpragma-weak.c96 void mix(void);
97 #pragma weak mix macro
98 __attribute((weak)) void mix(void) { } in mix() function
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
DCrossHatch.frag46 vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine);
48 vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper);
50 gl_FragColor = mix(paperColor, lineColor, linePixel);
DCrossHatch15.frag48 vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine);
50 vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper);
52 gl_FragColor = mix(paperColor, lineColor, linePixel);
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
DWater15.frag168 …refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterCo…
202 color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
212 caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity));
213 color=mix(color2,caustics,m_CausticsIntensity);
222 color =mix(m_DeepWaterColor.rgb,color,fogFactor);
358 refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)),
372 …foam = mix((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity , vec4…
395 color = mix(refraction, reflection, fresnel);
396 color = mix(refraction, color, saturate(depth * m_ShoreHardness));
398 color = mix(refraction, color, saturate(depth* m_FoamHardness));
[all …]
DWater.frag166 …refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterCo…
200 color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
210 caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity));
211 color=mix(color2,caustics,m_CausticsIntensity);
220 color =mix(m_DeepWaterColor.rgb,color,fogFactor);
352 refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)),
363 …foam = mix((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity, vec4(…
385 color = mix(refraction, reflection, fresnel);
386 color = mix(refraction, color, saturate(depth * m_ShoreHardness));
388 color = mix(refraction, color, saturate(depth* m_FoamHardness));
/external/regex-re2/util/
Dhash.cc89 #define mix(a,b,c) \ macro
166 mix(a,b,c); in hashword()
212 mix(a,b,c); in hashword2()
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/noise/filter/
DPerturbFilter.java81 float c0 = ShaderUtils.mix(c00, c01, noisex); in filter()
82 float c1 = ShaderUtils.mix(c10, c11, noisex); in filter()
83 retval[y * workSize + x] = ShaderUtils.mix(c0, c1, noisey); in filter()
/external/webp/src/enc/
Dhistogram.c109 double mix; in BitsEntropy() local
137 mix = 0.95; in BitsEntropy()
139 mix = 0.7; // nonzeros == 4. in BitsEntropy()
142 mix = 0.627; in BitsEntropy()
147 min_limit = mix * min_limit + (1.0 - mix) * retval; in BitsEntropy()
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/
DToneMap.frag17 float lerpedLum = mix(avgLumA, avgLumB, m_BlendFactor);
26 //vec3 final = mix(c2, c1, clamp(l1, 0.0, 1.0));
/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
DShadow.glsllib80 float xb0 = mix(s_00, s_10, clamp(bl.x, 0.0, 1.0));
81 float xb1 = mix(s_01, s_11, clamp(bl.x, 0.0, 1.0));
82 float yb = mix(xb0, xb1, clamp(bl.y, 0.0, 1.0));
/external/mesa3d/src/glsl/builtins/profiles/
D100.frag152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
D100.vert152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
D110.frag152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
D110.vert152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
D120.frag152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
D120.vert152 float mix(float x, float y, float a);
153 vec2 mix(vec2 x, vec2 y, vec2 a);
154 vec3 mix(vec3 x, vec3 y, vec3 a);
155 vec4 mix(vec4 x, vec4 y, vec4 a);
157 vec2 mix(vec2 x, vec2 y, float a);
158 vec3 mix(vec3 x, vec3 y, float a);
159 vec4 mix(vec4 x, vec4 y, float a);
/external/llvm/include/llvm/ADT/
DHashing.h278 state.mix(s); in create()
297 void mix(const char *s) { in mix() function
438 state.mix(buffer);
467 state.mix(s_begin);
471 state.mix(s_end - 64);
541 state.mix(buffer);
637 state.mix(buffer);
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
DColoredTextured.frag8 gl_FragColor = vec4(mix(m_Color.rgb, texColor.rgb, texColor.a), 1.0);
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
Dssao15.frag27 float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x);
28 float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y);
/external/llvm/test/YAMLParser/
Dspec-10-08.data4 # maps) allow implicit null keys, which mix with this in weird ways.

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