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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/
H A Dshader_object.cpp119 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()
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/dports/graphics/lightzone/LightZone-4.1.8-3-g36e87773/lightcrafts/jnisrc/fast_jai/
H A DrgbColorSelection.cpp74 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()
H A DcolorSelection.cpp132 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()
/dports/devel/flex-sdk/flex-sdk-4.6.0.23201/frameworks/projects/framework/src/mx/graphics/shaderClasses/
H A DLuminosityMaskFilter.pbk36 // 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)
/dports/graphics/netpbm/netpbm-10.91.01/man/
H A Dpnmhisteq.141 \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.
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/dports/astro/celestia/celestia-1.6.1/src/
H A Dpackdb.cpp53 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()
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/dports/astro/celestia-gtk/celestia-1.6.1/src/
H A Dpackdb.cpp53 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()
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/dports/graphics/ImageMagick6/ImageMagick-6.9.12-34/Magick++/lib/
H A DColor.cpp371 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()
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/dports/graphics/ImageMagick6-nox11/ImageMagick-6.9.12-34/Magick++/lib/
H A DColor.cpp371 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()
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/dports/graphics/xpaint/xpaint-2.9.10.3/share/c_scripts/3d_surfaces/
H A Dellipsoid.c46 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()
/dports/multimedia/dvdstyler/DVDStyler-3.1/wxVillaLib/
H A DImageProc.cpp157 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()
/dports/games/pioneer/pioneer-20210723/src/
H A DRandomColor.cpp24 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()
H A DRandomColor.h138 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);
/dports/graphics/lightzone/LightZone-4.1.8-3-g36e87773/lightcrafts/src/com/lightcrafts/jai/opimage/
H A DRGBColorSelectionMaskOpImage.java162 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()
H A DColorSelectionMaskOpImage.java218 … 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()
/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/glsl/
H A DvtkFXAAFilterFS.glsl106 // 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);
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/glsl/
H A DvtkFXAAFilterFS.glsl106 // 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);
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/
H A Dshader_object.cl108 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;
/dports/graphics/GraphicsMagick/GraphicsMagick-1.3.36/magick/
H A Dgem.c471 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()
/dports/java/java3d/java3d-1.5.2/j3d-core-utils/src/classes/share/com/sun/j3d/loaders/lw3d/
H A DLwoSurface.java73 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()
/dports/games/zdoom/zdoom-2.8.1/src/
H A Dv_font.cpp647 *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
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/dports/games/ecwolf/ecwolf-1.3.3-src/src/
H A Dv_font.cpp677 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
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/
H A Dprojectionlist.cpp46 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()
H A Drend_halo.cpp198 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()
/dports/editors/calligra/calligra-3.2.1/filters/words/msword-odf/
H A Dconversion.cpp269 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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