Searched refs:loMul (Results 1 – 2 of 2) sorted by relevance
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/gl/ |
H A D | texturecontent.cpp | 304 detailvariantspecification_t const &spec, float *baMul, float *hiMul, float *loMul) in prepareImageAsDetailTexture() argument 315 EqualizeLuma(image.pixels, image.size.x, image.size.y, baMul, hiMul, loMul); in prepareImageAsDetailTexture() 370 float baMul, hiMul, loMul; in GL_PrepareTextureContent() local 371 … dgltexformat_t dglFormat = prepareImageAsDetailTexture(image, dspec, &baMul, &hiMul, &loMul); in GL_PrepareTextureContent() 375 if (baMul != 1 || hiMul != 1 || loMul != 1) in GL_PrepareTextureContent() 379 float const loContrast = 1 - loMul; in GL_PrepareTextureContent() 387 << uri << baMul << hiMul << loMul; in GL_PrepareTextureContent()
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H A D | gl_tex.cpp | 1314 float hiMul, loMul, baMul; in EqualizeLuma() local 1356 loMul = (min > 0 ? 1-((float)min/255) : 1); in EqualizeLuma() 1358 if(!(baMul == 1 && hiMul == 1 && loMul == 1)) in EqualizeLuma() 1367 else val *= loMul; in EqualizeLuma() 1375 if(rLoMul) *rLoMul = loMul; in EqualizeLuma()
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