/external/skia/src/effects/ |
D | SkEmbossMaskFilter.cpp | 30 SkScalar ambient, SkScalar specular, in CreateEmboss() argument 33 direction, ambient, specular); in CreateEmboss() 37 SkScalar ambient, SkScalar specular) { in CreateEmboss() argument 43 int am = pin2byte(SkScalarToFixed(ambient) >> 8); in CreateEmboss()
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D | SkEmbossMask.cpp | 87 int ambient = light.fAmbient; in Emboss() local 113 int mul = ambient; in Emboss()
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/external/skia/include/effects/ |
D | SkBlurMaskFilter.h | 51 SkScalar ambient, SkScalar specular); 55 SkScalar ambient, SkScalar specular,
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
D | lights.glsl | 11 #include ":ambient" 18 #include ":ambient" 76 [ambient]
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D | mrtscene.frag | 40 vec3 lighting = diffuse.xyz * 0.3; //ambient
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D | light_gouraud.glsl | 3 #include "lights.glsl:ambient"
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/external/vulkan-validation-layers/libs/glm/detail/ |
D | dummy.cpp | 40 glm::vec4 ambient; // Acm member 48 glm::vec4 ambient; // Acli
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/data/ |
D | ModelMaterial.java | 31 public Color ambient; field in ModelMaterial
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/external/mesa3d/src/gallium/drivers/svga/svgadump/ |
D | svga_dump.c | 404 _debug_printf("\t\t.material.ambient[0] = %f\n", (*cmd).material.ambient[0]); in dump_SVGA3dCmdSetMaterial() 405 _debug_printf("\t\t.material.ambient[1] = %f\n", (*cmd).material.ambient[1]); in dump_SVGA3dCmdSetMaterial() 406 _debug_printf("\t\t.material.ambient[2] = %f\n", (*cmd).material.ambient[2]); in dump_SVGA3dCmdSetMaterial() 407 _debug_printf("\t\t.material.ambient[3] = %f\n", (*cmd).material.ambient[3]); in dump_SVGA3dCmdSetMaterial() 456 _debug_printf("\t\t.data.ambient[0] = %f\n", (*cmd).data.ambient[0]); in dump_SVGA3dCmdSetLightData() 457 _debug_printf("\t\t.data.ambient[1] = %f\n", (*cmd).data.ambient[1]); in dump_SVGA3dCmdSetLightData() 458 _debug_printf("\t\t.data.ambient[2] = %f\n", (*cmd).data.ambient[2]); in dump_SVGA3dCmdSetLightData() 459 _debug_printf("\t\t.data.ambient[3] = %f\n", (*cmd).data.ambient[3]); in dump_SVGA3dCmdSetLightData()
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
D | shader.h | 24 GLint ambient; member
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D | shader.c | 121 GET_UNIFORM_LOC(Lit, ambient); in getLocations()
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D | demo.c | 684 glUniform4fv(sShaderLit.ambient, 1, lightAmbient); in appInit()
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/external/mesa3d/src/mesa/main/ |
D | ffvertex_prog.c | 1185 struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT); in build_lighting() local 1216 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0); in build_lighting() 1221 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0); in build_lighting() 1226 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0); in build_lighting() 1232 release_temp(p, ambient); in build_lighting() 1240 struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT); in build_lighting() local 1277 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0); in build_lighting() 1281 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/ in build_lighting() 1285 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); in build_lighting() 1295 release_temp(p, ambient); in build_lighting()
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/loader/ |
D | G3dModelLoader.java | 191 final JsonValue ambient = material.get("ambient"); in parseMaterials() local 192 if (ambient != null) jsonMaterial.ambient = parseColor(ambient); in parseMaterials()
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/external/mesa3d/src/gallium/drivers/svga/include/ |
D | svga3d_reg.h | 1284 float ambient[4]; member 1593 float ambient[4]; member
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/ |
D | Model.java | 275 if (mtl.ambient != null) result.set(new ColorAttribute(ColorAttribute.Ambient, mtl.ambient)); in convertMaterial()
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/external/mesa3d/src/mesa/program/ |
D | program_lexer.l | 261 {dot}ambient { return AMBIENT; }
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/external/ceres-solver/docs/source/ |
D | modeling.rst | 1060 ambient space that it is embedded in, then it is numerically and 1096 The dimension of the ambient space in which the parameter block
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/external/mesa3d/docs/ |
D | VERSIONS | 354 - spotlights didn't effect ambient lighting correctly 699 - glColorMaterial and glMaterial updates to emissive and ambient
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/external/skia/src/animator/ |
D | SkAnimateSchema.xsd | 1421 <!-- @attribute ambient The amount of ambient light, from 0 to 1. --> 1422 <xs:attribute name="ambient" type="Sk:Float"/>
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/external/libgdx/tests/gdx-tests-android/assets/data/issue/ |
D | funky_palm_tree.g3dj.txt | 917 "ambient": [ 1.000000, 1.000000, 1.000000], 930 "ambient": [ 1.000000, 1.000000, 1.000000],
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/external/netperf/doc/ |
D | texinfo.tex | 5050 {% Adjust \hsize to exclude the ambient margins,
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