Searched refs:diffuse (Results 1 - 4 of 4) sorted by relevance
/frameworks/native/opengl/libagl/ |
H A D | light.cpp | 74 init_white(c->lighting.lights[0].diffuse); 81 c->lighting.front.diffuse.r = 82 c->lighting.front.diffuse.g = 83 c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); 84 c->lighting.front.diffuse.a = 0x10000; 253 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); 271 c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; 317 material.diffuse = v->color; 325 vmul3(l.implicitDiffuse.v, material.diffuse [all...] |
H A D | context.h | 288 vec4_t diffuse; member in struct:android::gl::light_t 308 vec4_t diffuse; member in struct:android::gl::material_t
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
H A D | TestAppRS.java | 140 fb.addTexture(TextureType.TEXTURE_2D, "diffuse"); 169 mDiffuseF = createFromResource(R.raw.diffuse, false, camParamType); 225 RenderState diffuse = new RenderState(mGenericV, mDiffuseF, null, null); 240 mActiveScene.assignRenderStateToMaterial(diffuse, "lambert2$");
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H A D | SimpleAppRS.java | 142 fb.setShader(mRes, R.raw.diffuse); 143 // We want a texture called diffuse on our shader 144 fb.addTexture(TextureType.TEXTURE_2D, "diffuse"); 167 // This will mean a texture param in the shader called "diffuse" 169 sphere.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "red.jpg"))); 181 cube.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "orange.jpg")));
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