/dports/devel/godot/godot-3.2.3-stable/drivers/gles3/shaders/ |
H A D | effect_blur.glsl | 168 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;
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H A D | subsurf_scattering.glsl | 130 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)
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/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles3/shaders/ |
H A D | effect_blur.glsl | 168 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;
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H A D | subsurf_scattering.glsl | 130 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)
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/dports/graphics/blender/blender-2.91.0/source/blender/compositor/operations/ |
H A D | COM_BokehBlurOperation.cpp | 75 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()
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H A D | COM_GaussianYBlurOperation.cpp | 79 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()
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H A D | COM_GaussianXBlurOperation.cpp | 80 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()
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H A D | COM_VariableSizeBokehBlurOperation.cpp | 103 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()
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H A D | COM_OpenCLKernels.cl | 98 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);
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/dports/devel/godot/godot-3.2.3-stable/drivers/gles2/shaders/ |
H A D | effect_blur.glsl | 217 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;
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H A D | subsurf_scattering.glsl | 130 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)
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/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles2/shaders/ |
H A D | effect_blur.glsl | 217 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;
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H A D | subsurf_scattering.glsl | 130 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)
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/dports/devel/godot-tools/godot-3.2.3-stable/scene/3d/ |
H A D | sprite_3d.cpp | 38 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()
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H A D | sprite_3d.h | 60 Color color_accum; variable
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/ |
H A D | sprite_3d.cpp | 37 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()
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H A D | sprite_3d.h | 58 Color color_accum; variable
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/dports/devel/godot2/godot-2.1.6-stable/scene/3d/ |
H A D | sprite_3d.cpp | 37 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()
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H A D | sprite_3d.h | 58 Color color_accum; variable
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/dports/devel/godot/godot-3.2.3-stable/scene/3d/ |
H A D | sprite_3d.cpp | 38 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()
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H A D | sprite_3d.h | 60 Color color_accum; variable
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