/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/ |
H A D | shader_object.cpp | 119 sRGBAfloat luminosity; in ObjectShader() local 122 luminosity.R = input.texLuminosity.R * mat->luminosityTextureIntensity in ObjectShader() 123 + mat->luminosity * gradients->luminosity.R; in ObjectShader() 125 + mat->luminosity * gradients->luminosity.G; in ObjectShader() 127 + mat->luminosity * gradients->luminosity.B; in ObjectShader() 132 + mat->luminosity * mat->luminosityColor.R; in ObjectShader() 134 + mat->luminosity * mat->luminosityColor.G; in ObjectShader() 136 + mat->luminosity * mat->luminosityColor.B; in ObjectShader() 155 output.R += luminosity.R; in ObjectShader() 156 output.G += luminosity.G; in ObjectShader() [all …]
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/dports/graphics/lightzone/LightZone-4.1.8-3-g36e87773/lightcrafts/jnisrc/fast_jai/ |
H A D | rgbColorSelection.cpp | 74 float luminosity = log2f(L / 0x100 + 1)/8; in loop() local 76 float luminosity = fast_log2(L / 256.0F + 1.0F)/8; in loop() 78 if (luminosity > 1) in loop() 79 luminosity = 1; in loop() 81 if (luminosity >= luminosityLower && luminosity <= luminosityUpper) in loop() 83 … else if (luminosity >= (luminosityLower - luminosityLowerFeather) && luminosity < luminosityLower) in loop() 84 … brightnessMask = (luminosity - (luminosityLower - luminosityLowerFeather))/luminosityLowerFeather; in loop() 85 … else if (luminosity > luminosityUpper && luminosity <= (luminosityUpper + luminosityUpperFeather)) in loop() 86 … brightnessMask = (luminosityUpper + luminosityUpperFeather - luminosity)/luminosityUpperFeather; in loop()
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H A D | colorSelection.cpp | 132 float luminosity = (float) (log1pf((wr * r + wg * g + wb * b)/0x100) / (8 * logf(2))); in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() local 134 float luminosity = (float) (fast_log2((wr * r + wg * g + wb * b)/0x100) / 8); in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() local 144 if (saturation > stmin && luminosity > ltmin) { in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 164 if (luminosity < ltmax) in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 165 colorMask *= (luminosity - ltmin) / (ltmax - ltmin); in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 169 if (luminosity >= luminosityLower && luminosity <= luminosityUpper) in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 171 … else if (luminosity >= (luminosityLower - luminosityLowerFeather) && luminosity < luminosityLower) in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 172 … luminosityMask = (luminosity - (luminosityLower - luminosityLowerFeather))/luminosityLowerFeather; in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 173 … else if (luminosity > luminosityUpper && luminosity <= (luminosityUpper + luminosityUpperFeather)) in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop() 174 … luminosityMask = (luminosityUpper + luminosityUpperFeather - luminosity)/luminosityUpperFeather; in Java_com_lightcrafts_jai_opimage_ColorSelectionMaskOpImage_nativeUshortLoop()
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/dports/devel/flex-sdk/flex-sdk-4.6.0.23201/frameworks/projects/framework/src/mx/graphics/shaderClasses/ |
H A D | LuminosityMaskFilter.pbk | 36 // calculate new alpha channel using AI luminosity calculation 42 // luminosity = 0.3*red + 0.59*green + 0.11*blue 43 // output alpha = alpha*luminosity + (1-alpha)*background; 46 // calculate alpha*luminosity for result argb 48 // so we use luminosity and not alpha*luminosity 51 // mode 0 - clip 0, invert 0, background 1 = alpha*luminosity + (1-alpha)*1 55 // mode 1 - clip 0, invert 1, background 0 = 1 - (alpha*luminosity + (1-alpha)*0) 59 // mode 2 - clip 1, invert 0, background 0 = alpha*luminosity + (1-alpha)*0 63 // mode 3 - clip 1, invert 1, background 1 = 1 - (alpha*luminosity + (1-alpha)*1)
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/dports/graphics/netpbm/netpbm-10.91.01/man/ |
H A D | pnmhisteq.1 | 41 \fBpnmhisteq\fP computes a histogram of the luminosity of the 43 luminosity and a new luminosity such that it spreads out intensity 51 Mathematically, the luminosity mapping is this: Assume the pixels 53 luminosity) to \fIB\fP-1. \fIN[i]\fP is the number of pixels in 58 bucket \fIj\fP with one whose luminosity is: 73 per centile of luminosity become 10% of white. 76 luminosity in the output. That means if pixels A and B both have luminosity 81 luminosity in the output. 87 option allows you to save, as a PGM image, the luminosity map it 89 to use such an image as its luminosity map. [all …]
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/dports/astro/celestia/celestia-1.6.1/src/ |
H A D | packdb.cpp | 53 char luminosity; member 103 unsigned short luminosity = LUM_V; in PackSpectralType() local 109 luminosity = LUM_VI; in PackSpectralType() 171 if (luminosity != LUM_VI) in PackSpectralType() 174 luminosity = LUM_V; in PackSpectralType() 181 luminosity = LUM_II; in PackSpectralType() 184 luminosity = LUM_IV; in PackSpectralType() 191 luminosity = LUM_Ib; in PackSpectralType() 193 luminosity = LUM_Ib; in PackSpectralType() 198 luminosity = LUM_VI; in PackSpectralType() [all …]
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/dports/astro/celestia-gtk/celestia-1.6.1/src/ |
H A D | packdb.cpp | 53 char luminosity; member 103 unsigned short luminosity = LUM_V; in PackSpectralType() local 109 luminosity = LUM_VI; in PackSpectralType() 171 if (luminosity != LUM_VI) in PackSpectralType() 174 luminosity = LUM_V; in PackSpectralType() 181 luminosity = LUM_II; in PackSpectralType() 184 luminosity = LUM_IV; in PackSpectralType() 191 luminosity = LUM_Ib; in PackSpectralType() 193 luminosity = LUM_Ib; in PackSpectralType() 198 luminosity = LUM_VI; in PackSpectralType() [all …]
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/dports/graphics/ImageMagick6/ImageMagick-6.9.12-34/Magick++/lib/ |
H A D | Color.cpp | 371 luminosity, in hue() local 380 &luminosity); in hue() 395 luminosity, in hue() local 399 &luminosity); in hue() 408 luminosity, in luminosity() local 417 &luminosity); in luminosity() 433 luminosity; in luminosity() local 436 &luminosity); in luminosity() 445 luminosity, in saturation() local 454 &luminosity); in saturation() [all …]
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/dports/graphics/ImageMagick6-nox11/ImageMagick-6.9.12-34/Magick++/lib/ |
H A D | Color.cpp | 371 luminosity, in hue() local 380 &luminosity); in hue() 395 luminosity, in hue() local 399 &luminosity); in hue() 408 luminosity, in luminosity() local 417 &luminosity); in luminosity() 433 luminosity; in luminosity() local 436 &luminosity); in luminosity() 445 luminosity, in saturation() local 454 &luminosity); in saturation() [all …]
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/dports/graphics/xpaint/xpaint-2.9.10.3/share/c_scripts/3d_surfaces/ |
H A D | ellipsoid.c | 46 if (luminosity[i]) { in ImageCreate() 47 p[1] = luminosity[i]>>8; in ImageCreate() 62 for (i = 0; i < width*height; i++) luminosity[i] = -1; in ImageCreate() 69 if (luminosity[i]) { in ImageCreate() 70 if (luminosity[i]!=-1) { in ImageCreate() 71 p[0] = luminosity[i]>>8; in ImageCreate()
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/dports/multimedia/dvdstyler/DVDStyler-3.1/wxVillaLib/ |
H A D | ImageProc.cpp | 157 double& hue, double& saturation, double& luminosity) in RGB2HSL() argument 166 luminosity = (min+max)/2; in RGB2HSL() 170 saturation = delta/((luminosity <= 0.5) ? (min+max) : (2-max-min)); in RGB2HSL() 181 wxColour HSL2RGB(double hue, double saturation, double luminosity) in HSL2RGB() argument 187 int c = (int) (255*luminosity+0.5); in HSL2RGB() 192 double v=(luminosity <= 0.5) ? (luminosity*(1+saturation)) : in HSL2RGB() 193 (luminosity+saturation-luminosity*saturation); in HSL2RGB() 194 double y=2*luminosity-v; in HSL2RGB()
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/dports/games/pioneer/pioneer-20210723/src/ |
H A D | RandomColor.cpp | 24 Color RandomColor::GetColor(ColorScheme scheme, Luminosity luminosity) in GetColor() argument 32 S = PickSaturation(H, luminosity, scheme); in GetColor() 35 B = PickBrightness(H, S, luminosity); in GetColor() 46 …std::vector<Color> RandomColor::GetColors(Random &rand, ColorScheme scheme, Luminosity luminosity,… in GetColors() argument 52 ret[i] = GetColor(scheme, luminosity); in GetColors() 72 int RandomColor::PickSaturation(int hue, Luminosity luminosity, ColorScheme scheme) in PickSaturation() argument 74 if (luminosity == Luminosity::LUMINOSITY_RANDOM) { in PickSaturation() 87 switch (luminosity) { in PickSaturation() 109 int RandomColor::PickBrightness(int H, int S, Luminosity luminosity) in PickBrightness() argument 114 switch (luminosity) { in PickBrightness()
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H A D | RandomColor.h | 138 static Color GetColor(ColorScheme scheme, Luminosity luminosity); 144 …static std::vector<Color> GetColors(Random &rand, ColorScheme scheme, Luminosity luminosity, int c… 149 static int PickSaturation(int hue, Luminosity luminosity, ColorScheme scheme); 151 static int PickBrightness(int H, int S, Luminosity luminosity);
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/dports/graphics/lightzone/LightZone-4.1.8-3-g36e87773/lightcrafts/src/com/lightcrafts/jai/opimage/ |
H A D | RGBColorSelectionMaskOpImage.java | 162 float luminosity = (float) ((Math.log1p(L / 0x100))/(8 * Math.log(2))); in ushortLoop() local 164 if (luminosity >= luminosityLower && luminosity <= luminosityUpper) in ushortLoop() 166 … else if (luminosity >= (luminosityLower - luminosityLowerFeather) && luminosity < luminosityLower) in ushortLoop() 167 … brightnessMask = (luminosity - (luminosityLower - luminosityLowerFeather))/luminosityLowerFeather; in ushortLoop() 168 … else if (luminosity > luminosityUpper && luminosity <= (luminosityUpper + luminosityUpperFeather)) in ushortLoop() 169 … brightnessMask = (luminosityUpper + luminosityUpperFeather - luminosity)/luminosityUpperFeather; in ushortLoop()
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H A D | ColorSelectionMaskOpImage.java | 218 … float luminosity = (float) (Math.log1p((wr * r + wg * g + wb * b)/0x100) / (8 * Math.log(2))); in ushortLoop() local 220 if (luminosity >= luminosityLower && luminosity <= luminosityUpper) in ushortLoop() 222 … else if (luminosity >= (luminosityLower - luminosityLowerFeather) && luminosity < luminosityLower) in ushortLoop() 223 … brightnessMask = (luminosity - (luminosityLower - luminosityLowerFeather))/luminosityLowerFeather; in ushortLoop() 224 … else if (luminosity > luminosityUpper && luminosity <= (luminosityUpper + luminosityUpperFeather)) in ushortLoop() 225 … brightnessMask = (luminosityUpper + luminosityUpperFeather - luminosity)/luminosityUpperFeather; in ushortLoop()
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/glsl/ |
H A D | vtkFXAAFilterFS.glsl | 106 // Converts rgb to luminosity: 108 float luminosity(vec3 rgb) 378 * luminosity of C. Thus, the endpoint is where a sampled luminosity in C's * 578 // Convert to luminosity: 579 float lumC = luminosity(rgbC); 580 float lumN = luminosity(rgbN); 581 float lumS = luminosity(rgbS); 582 float lumW = luminosity(rgbW); 583 float lumE = luminosity(rgbE); 613 float lumNE = luminosity(rgbNE); [all …]
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/glsl/ |
H A D | vtkFXAAFilterFS.glsl | 106 // Converts rgb to luminosity: 108 float luminosity(vec3 rgb) 378 * luminosity of C. Thus, the endpoint is where a sampled luminosity in C's * 577 // Convert to luminosity: 578 float lumC = luminosity(rgbC); 579 float lumN = luminosity(rgbN); 580 float lumS = luminosity(rgbS); 581 float lumW = luminosity(rgbW); 582 float lumE = luminosity(rgbE); 612 float lumNE = luminosity(rgbNE); [all …]
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/ |
H A D | shader_object.cl | 108 float3 luminosity; 112 luminosity = input->material->luminosity * gradients->luminosity; 117 luminosity = input->material->luminosity * input->material->luminosityColor; 122 luminosity += input->texLuminosity * input->material->luminosityTextureIntensity; 127 + luminosity;
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/dports/graphics/GraphicsMagick/GraphicsMagick-1.3.36/magick/ |
H A D | gem.c | 471 const double luminosity,Quantum *red,Quantum *green,Quantum *blue) in HSLTransform() argument 481 double l = MaxRGBDouble*luminosity; in HSLTransform() 501 v=(luminosity <= 0.5) ? (luminosity*(1.0+saturation)) : in HSLTransform() 502 (luminosity+saturation-luminosity*saturation); in HSLTransform() 508 y=luminosity+luminosity-v; in HSLTransform() 905 luminosity, in TransformHSL() local 927 luminosity=(min+max)/2.0; in TransformHSL() 931 saturation=delta/((luminosity <= 0.5) ? (min+max) : (2.0-max-min)); in TransformHSL() 944 *luminosity_result=ConstrainToRange(0.0,1.0,luminosity); in TransformHSL()
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/dports/java/java3d/java3d-1.5.2/j3d-core-utils/src/classes/share/com/sun/j3d/loaders/lw3d/ |
H A D | LwoSurface.java | 73 float diffuse = 0.0f, specular = 0.0f, transparency = 0.0f, luminosity = 0.0f; field in LwoSurface 111 emissiveColor = new Color3f(luminosity*color.x, in setJ3dColors() 112 luminosity*color.y, in setJ3dColors() 113 luminosity*color.z); in setJ3dColors() 221 luminosity = theReader.getFloat(); in getSurf() 229 luminosity = (float)(theReader.getShortInt())/255; in getSurf()
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/dports/games/zdoom/zdoom-2.8.1/src/ |
H A D | v_font.cpp | 647 *luminosity = new double[j]; in SimpleTranslation() 659 max = (*luminosity)[i]; in SimpleTranslation() 661 min = (*luminosity)[i]; in SimpleTranslation() 666 (*luminosity)[i] = ((*luminosity)[i] - min) * diver; in SimpleTranslation() 877 double *luminosity; in LoadTranslations() local 900 delete[] luminosity; in LoadTranslations() 1037 double luminosity[256]; in LoadTranslations() local 1467 luminosity[i] = lum; in FixupPalette() 1489 luminosity[i] = (luminosity[i] - minlum) * diver; in FixupPalette() 1998 double *luminosity; in LoadTranslations() local [all …]
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/ |
H A D | v_font.cpp | 677 max = (*luminosity)[i]; in SimpleTranslation() 679 min = (*luminosity)[i]; in SimpleTranslation() 684 (*luminosity)[i] = ((*luminosity)[i] - min) * diver; in SimpleTranslation() 919 double *luminosity; in LoadTranslations() local 942 delete[] luminosity; in LoadTranslations() 1102 double luminosity[256]; in LoadTranslations() local 1148 luminosity[i] = 0; in LoadTranslations() 1675 luminosity[i] = lum; in FixupPalette() 1697 luminosity[i] = (luminosity[i] - minlum) * diver; in FixupPalette() 2250 double *luminosity; in LoadTranslations() local [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/ |
H A D | projectionlist.cpp | 46 static dfloat luminosity(ProjectedTextureData const &pt) // static in luminosity() function 58 dfloat luma = luminosity(node->projection); in add() 64 if(luminosity(iter->projection) > luma) in add()
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H A D | rend_halo.cpp | 198 float const luminosity = (color.x + color.y + color.z) / 3; in H_RenderHalo() local 231 + luminosity * luminosity / 5; in H_RenderHalo() 251 alpha *= luminosity - 8 * (1 - secFadeFactor); in H_RenderHalo() 265 float radius = size * (1 - luminosity / 3) in H_RenderHalo() 290 if(size > 45 || (luminosity > .90 && size > 20)) in H_RenderHalo()
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/dports/editors/calligra/calligra-3.2.1/filters/words/msword-odf/ |
H A D | conversion.cpp | 269 int luminosity = luma(QColor(color)); in contrastColor() local 270 if (luminosity <= 60) { in contrastColor() 319 int luminosity = 0; in computeAutoColor() local 322 luminosity = luma(backColor); in computeAutoColor() 325 luminosity = luma(foreColor); in computeAutoColor() 328 luminosity = 61; in computeAutoColor() 332 luminosity = yMix( luma(foreColor), luma(backColor), pct); in computeAutoColor() 335 luminosity = 61; in computeAutoColor() 347 debugMsDoc << "luminosity " << luminosity; in computeAutoColor() 350 if (luminosity <= 60) { // it is dark color in computeAutoColor()
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