Searched refs:diffuse (Results 1 – 5 of 5) sorted by relevance
/frameworks/native/opengl/libagl/ |
D | light.cpp | 74 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() [all …]
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D | context.h | 288 vec4_t diffuse; member 308 vec4_t diffuse; member
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
D | TestAppRS.java | 169 mDiffuseF = createFromResource(R.raw.diffuse, false, camParamType); in initPaintShaders() 225 RenderState diffuse = new RenderState(mGenericV, mDiffuseF, null, null); in prepareToRender() local 240 mActiveScene.assignRenderStateToMaterial(diffuse, "lambert2$"); in prepareToRender()
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D | test_app.rsh | 38 float4 diffuse;
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D | SimpleAppRS.java | 142 fb.setShader(mRes, R.raw.diffuse); in createLambertShader()
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