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Searched refs:diffuse (Results 1 – 5 of 5) sorted by relevance

/frameworks/native/opengl/libagl/
Dlight.cpp74 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()
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Dcontext.h288 vec4_t diffuse; member
308 vec4_t diffuse; member
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/
DTestAppRS.java169 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()
Dtest_app.rsh38 float4 diffuse;
DSimpleAppRS.java142 fb.setShader(mRes, R.raw.diffuse); in createLambertShader()