Home
last modified time | relevance | path

Searched refs:color_accum (Results 1 – 21 of 21) sorted by relevance

/dports/devel/godot/godot-3.2.3-stable/drivers/gles3/shaders/
H A Deffect_blur.glsl168 vec4 color_accum = vec4(0.0);
201 color_accum += tap_color * tap_amount;
205 color_accum /= k_accum;
208 frag_color = color_accum; ///k_accum;
214 vec4 color_accum = vec4(0.0);
246 color_accum += tap_color * tap_k;
249 color_accum.a = max(color_accum.a, sqrt(max_accum));
254 color_accum = mix(original, color_accum, color_accum.a);
259 //color_accum=vec4(vec3(color_accum.a),1.0);
261 frag_color = color_accum;
H A Dsubsurf_scattering.glsl130 vec3 color_accum = base_color.rgb;
131 color_accum *= kernel[0].x;
164 color_accum += color;
168 color_accum /= color_weight;
170 frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles3/shaders/
H A Deffect_blur.glsl168 vec4 color_accum = vec4(0.0);
201 color_accum += tap_color * tap_amount;
205 color_accum /= k_accum;
208 frag_color = color_accum; ///k_accum;
214 vec4 color_accum = vec4(0.0);
246 color_accum += tap_color * tap_k;
249 color_accum.a = max(color_accum.a, sqrt(max_accum));
254 color_accum = mix(original, color_accum, color_accum.a);
259 //color_accum=vec4(vec3(color_accum.a),1.0);
261 frag_color = color_accum;
H A Dsubsurf_scattering.glsl130 vec3 color_accum = base_color.rgb;
131 color_accum *= kernel[0].x;
164 color_accum += color;
168 color_accum /= color_weight;
170 frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
/dports/graphics/blender/blender-2.91.0/source/blender/compositor/operations/
H A DCOM_BokehBlurOperation.cpp75 float color_accum[4]; in executePixel() local
89 zero_v4(color_accum); in executePixel()
92 this->m_inputProgram->readSampled(color_accum, x, y, COM_PS_NEAREST); in executePixel()
118 madd_v4_v4v4(color_accum, bokeh, &buffer[bufferindex]); in executePixel()
123 output[0] = color_accum[0] * (1.0f / multiplier_accum[0]); in executePixel()
124 output[1] = color_accum[1] * (1.0f / multiplier_accum[1]); in executePixel()
125 output[2] = color_accum[2] * (1.0f / multiplier_accum[2]); in executePixel()
126 output[3] = color_accum[3] * (1.0f / multiplier_accum[3]); in executePixel()
H A DCOM_GaussianYBlurOperation.cpp79 float ATTR_ALIGN(16) color_accum[4] = {0.0f, 0.0f, 0.0f, 0.0f}; in executePixel()
97 __m128 accum_r = _mm_load_ps(color_accum); in executePixel()
107 _mm_store_ps(color_accum, accum_r); in executePixel()
113 madd_v4_v4fl(color_accum, &buffer[bufferindex], multiplier); in executePixel()
117 mul_v4_v4fl(output, color_accum, 1.0f / multiplier_accum); in executePixel()
H A DCOM_GaussianXBlurOperation.cpp80 float ATTR_ALIGN(16) color_accum[4] = {0.0f, 0.0f, 0.0f, 0.0f}; in executePixel()
98 __m128 accum_r = _mm_load_ps(color_accum); in executePixel()
107 _mm_store_ps(color_accum, accum_r); in executePixel()
112 madd_v4_v4fl(color_accum, &buffer[bufferindex], multiplier); in executePixel()
117 mul_v4_v4fl(output, color_accum, 1.0f / multiplier_accum); in executePixel()
H A DCOM_VariableSizeBokehBlurOperation.cpp103 float color_accum[4]; in executePixel() local
132 copy_v4_v4(color_accum, readColor); in executePixel()
159 madd_v4_v4v4(color_accum, bokeh, &inputProgramFloatBuffer[offsetColorNxNy]); in executePixel()
170 output[0] = color_accum[0] / multiplier_accum[0]; in executePixel()
171 output[1] = color_accum[1] / multiplier_accum[1]; in executePixel()
172 output[2] = color_accum[2] / multiplier_accum[2]; in executePixel()
173 output[3] = color_accum[3] / multiplier_accum[3]; in executePixel()
H A DCOM_OpenCLKernels.cl98 float4 color_accum;
108 color_accum = read_imagef(inputImage, SAMPLER_NEAREST, inputCoordinate);
109 readColor = color_accum;
126 color_accum += bokeh * tempColor;
135 color = color_accum * (1.0f / multiplier_accum);
/dports/devel/godot/godot-3.2.3-stable/drivers/gles2/shaders/
H A Deffect_blur.glsl217 vec4 color_accum = vec4(0.0);
250 color_accum += tap_color * tap_amount;
254 color_accum /= k_accum;
257 gl_FragColor = color_accum; ///k_accum;
263 vec4 color_accum = vec4(0.0);
295 color_accum += tap_color * tap_k;
298 color_accum.a = max(color_accum.a, sqrt(max_accum));
300 gl_FragColor = color_accum;
H A Dsubsurf_scattering.glsl130 vec3 color_accum = base_color.rgb;
131 color_accum *= kernel[0].x;
164 color_accum += color;
168 color_accum /= color_weight;
170 frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles2/shaders/
H A Deffect_blur.glsl217 vec4 color_accum = vec4(0.0);
250 color_accum += tap_color * tap_amount;
254 color_accum /= k_accum;
257 gl_FragColor = color_accum; ///k_accum;
263 vec4 color_accum = vec4(0.0);
295 color_accum += tap_color * tap_k;
298 color_accum.a = max(color_accum.a, sqrt(max_accum));
300 gl_FragColor = color_accum;
H A Dsubsurf_scattering.glsl130 vec3 color_accum = base_color.rgb;
131 color_accum *= kernel[0].x;
164 color_accum += color;
168 color_accum /= color_weight;
170 frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
/dports/devel/godot-tools/godot-3.2.3-stable/scene/3d/
H A Dsprite_3d.cpp38 return color_accum; in _get_color_accum()
41 color_accum = parent_sprite->_get_color_accum(); in _get_color_accum()
43 color_accum = Color(1, 1, 1, 1); in _get_color_accum()
45 color_accum.r *= modulate.r; in _get_color_accum()
46 color_accum.g *= modulate.g; in _get_color_accum()
47 color_accum.b *= modulate.b; in _get_color_accum()
48 color_accum.a *= modulate.a; in _get_color_accum()
50 return color_accum; in _get_color_accum()
H A Dsprite_3d.h60 Color color_accum; variable
/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/
H A Dsprite_3d.cpp37 return color_accum; in _get_color_accum()
40 color_accum = parent_sprite->_get_color_accum(); in _get_color_accum()
42 color_accum = Color(1, 1, 1, 1); in _get_color_accum()
44 color_accum.r *= modulate.r; in _get_color_accum()
45 color_accum.g *= modulate.g; in _get_color_accum()
46 color_accum.b *= modulate.b; in _get_color_accum()
47 color_accum.a *= modulate.a; in _get_color_accum()
49 return color_accum; in _get_color_accum()
H A Dsprite_3d.h58 Color color_accum; variable
/dports/devel/godot2/godot-2.1.6-stable/scene/3d/
H A Dsprite_3d.cpp37 return color_accum; in _get_color_accum()
40 color_accum = parent_sprite->_get_color_accum(); in _get_color_accum()
42 color_accum = Color(1, 1, 1, 1); in _get_color_accum()
44 color_accum.r *= modulate.r; in _get_color_accum()
45 color_accum.g *= modulate.g; in _get_color_accum()
46 color_accum.b *= modulate.b; in _get_color_accum()
47 color_accum.a *= modulate.a; in _get_color_accum()
49 return color_accum; in _get_color_accum()
H A Dsprite_3d.h58 Color color_accum; variable
/dports/devel/godot/godot-3.2.3-stable/scene/3d/
H A Dsprite_3d.cpp38 return color_accum; in _get_color_accum()
41 color_accum = parent_sprite->_get_color_accum(); in _get_color_accum()
43 color_accum = Color(1, 1, 1, 1); in _get_color_accum()
45 color_accum.r *= modulate.r; in _get_color_accum()
46 color_accum.g *= modulate.g; in _get_color_accum()
47 color_accum.b *= modulate.b; in _get_color_accum()
48 color_accum.a *= modulate.a; in _get_color_accum()
50 return color_accum; in _get_color_accum()
H A Dsprite_3d.h60 Color color_accum; variable