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Searched refs:tempColor (Results 1 – 25 of 66) sorted by relevance

123

/dports/graphics/pear-Image_Canvas/Image_Canvas-0.3.2/Image/Canvas/
H A DColor.php117 $tempColor = parent::hex2rgb($color);
118 return array((int) $tempColor[0],
119 (int) $tempColor[1],
120 (int) $tempColor[2],
125 return array((int) $tempColor[0],
126 (int) $tempColor[1],
127 (int) $tempColor[2],
130 $tempColor = parent::namedColor2RGB($color);
131 return array((int) $tempColor[0],
132 (int) $tempColor[1],
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/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/ARB/
H A Dclouds.fp8 TEMP cloudColor,tempColor;
13 MUL tempColor, temp.x, program.env[10];
14 MUL cloudColor, tempColor,temp2.x;
15 MUL tempColor, temp.y, program.env[11];
16 MAD cloudColor, tempColor,temp2.y,cloudColor;
17 MUL tempColor, temp.z, program.env[12];
18 MAD_SAT cloudColor, tempColor,temp2.z,cloudColor;
H A DgroundFPshadow.fp6 TEMP shadow,tempColor,shadeColor,shadeTex;
16 TEX tempColor, fragment.texcoord[0], texture[0], 2D;
19 ADD tempColor, tempColor,temp;
20 MUL result.color, tempColor,shadeColor;
H A DGroundDecalsSM3.fp6 TEMP shadow, tempColor, shadeColor, shadeTex;
16 TEX tempColor, fragment.texcoord[0], texture[0], 2D;
17 MUL result.color, tempColor, shadeColor;
18 MUL result.color.w, tempColor.w, fragment.color.w;
H A DGroundDecalsSMF.fp6 TEMP shadow, tempColor, shadeColor, shadeTex;
16 TEX tempColor, fragment.texcoord[0], texture[0], 2D;
17 MUL result.color, tempColor,shadeColor;
18 MUL result.color.w, tempColor.w, fragment.color.w;
H A DtreeFPshadow.fp6 TEMP shadow,tempColor,shadeColor,shadeTex;
14 TEX tempColor, fragment.texcoord[1], texture[1], 2D;
15 MUL result.color, tempColor,shadeColor;
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/gtu-v050/
H A Dpass2.slang43 #define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
44 #define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
65 vec3 tempColor = vec3(0.0);
86 tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
88 tempColor=clamp(tempColor,0.0,1.0);
90 // tempColor=clamp(tempColor,0.0,1.0);
91 FragColor = vec4(tempColor, 1.0);
H A Dpass3.slang92 vec3 tempColor = vec3(0.0);
100 tempColor+=VAL(i);
104 tempColor+=VAL_scanlines(i);
106 tempColor-=vec3(params.blackLevel);
107 tempColor*=(params.contrast/vec3(1.0-params.blackLevel));
108 FragColor = vec4(tempColor, 1.0);
/dports/games/cultivation/Cultivation_8_UnixSource/minorGems/graphics/openGL/
H A DMultiLightingGL.h102 Color *tempColor = new Color( 0, 0, 0 ); in getLighting() local
106 thisLighting->getLighting( inPoint, inNormal, tempColor ); in getLighting()
108 outColor->r += tempColor->r; in getLighting()
109 outColor->g += tempColor->g; in getLighting()
110 outColor->b += tempColor->b; in getLighting()
112 delete tempColor; in getLighting() local
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/
H A Dtvout-tweaks.slang106 #define VAL(tempColor) \
108tempColor += vec3((c.x*STU(X,(params.TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(params.TVOUT_RESOLUTIO…
110 tempColor += (c*STU(X,(params.TVOUT_RESOLUTION*oneI)))
130 vec3 tempColor = vec3(0.0,0.0,0.0);
140 VAL(tempColor);
144 VAL(tempColor);
148 VAL(tempColor);
152 VAL(tempColor);
155 tempColor=mul(YIQ_to_RGB,tempColor);
156 FragColor = vec4(tempColor, 1.0);
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/gtu-v050/
H A Dpass2.glsl114 #define PROCESS(i) X=(i);c=GETC;tempColor+=VAL;
115 #define PROCESS_composite(i) X=(i);c=GETC;tempColor+=VAL_composite;
120 vec3 tempColor = vec3(0.0);
141 tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
143 tempColor=clamp(tempColor,0.0,1.0);
145 // tempColor=clamp(tempColor,0.0,1.0);
146 FragColor = vec4(tempColor, 1.0);
H A Dpass3.glsl156 vec3 tempColor = vec3(0.0);
164 tempColor+=VAL(i);
168 tempColor+=VAL_scanlines(i);
170 tempColor-=vec3(blackLevel);
171 tempColor*=(contrast/vec3(1.0-blackLevel));
172 FragColor = vec4(tempColor, 1.0);
/dports/graphics/krita/krita-4.4.8/libs/ui/dialogs/
H A Dkis_dlg_stroke_selection_properties.cpp249 KoColor tempColor = m_converter->approximateFromRenderedQColor(newColor); in colorChanged() local
251 if (tempColor.toQColor() == FGColor.toQColor()) { in colorChanged()
254 else if (tempColor.toQColor() == BGColor.toQColor()) { in colorChanged()
260 m_page->m_options.color = tempColor; in colorChanged()
270 KoColor tempColor= m_converter->approximateFromRenderedQColor(newColor); in colorFillChanged() local
272 if (tempColor.toQColor() == FGColor.toQColor()) { in colorFillChanged()
276 else if (tempColor.toQColor() == BGColor.toQColor()) { in colorFillChanged()
279 else if (PaintColor.toQColor() != tempColor.toQColor() ) { in colorFillChanged()
281 m_page->m_options.customColor = tempColor; in colorFillChanged()
284 m_page->m_options.fillColor = tempColor; in colorFillChanged()
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/tvout-tweaks-multipass/
H A Dtvout-tweaks-pass-1.glsl136 #define VAL(tempColor) \
138tempColor += vec3((c.x*STU(X,(TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(TVOUT_RESOLUTION_I*oneI))),(c…
140 tempColor += (c*STU(X,(TVOUT_RESOLUTION*oneI)))
165 vec3 tempColor = vec3(0.0,0.0,0.0);
175 VAL(tempColor);
179 VAL(tempColor);
183 VAL(tempColor);
187 VAL(tempColor);
190 tempColor = tempColor * YIQ_to_RGB;
192 FragColor = vec4(pow(tempColor, vec3(1.0/2.2)), 1.0);
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/
H A Dtvout-tweaks.glsl162 #define VAL(tempColor) \
164tempColor += vec3((c.x*STU(X,(TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(TVOUT_RESOLUTION_I*oneI))),(c…
166 tempColor += (c*STU(X,(TVOUT_RESOLUTION*oneI)))
187 vec3 tempColor=vec3(0.0,0.0,0.0);
197 VAL(tempColor);
201 VAL(tempColor);
205 VAL(tempColor);
209 VAL(tempColor);
212 tempColor= tempColor * YIQ_to_RGB;
215 _OUT._color = vec4(tempColor, 1.0);
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/nes_raw_palette/shaders/gtu-famicom/
H A DscaleY.slang99 vec3 tempColor = vec3(0.0);
109 tempColor += VAL(i);
112 tempColor += VAL_scanlines(i);
114 tempColor -= vec3(params.blackLevel);
115 tempColor *= (params.contrast / vec3(1.0 - params.blackLevel));
116 tempColor = pow(tempColor, vec3(params.gamma));
118 FragColor = vec4(tempColor, 1.0);
/dports/deskutils/latte-dock/latte-dock-0.10.6/declarativeimports/core/
H A Diconitem.cpp453 QColor tempColor(nr, ng, nb); in updateColors() local
455 if (tempColor.hsvSaturationF() > 0.15f) { in updateColors()
456 tempColor.setHsvF(tempColor.hueF(), 0.65f, tempColor.valueF()); in updateColors()
459 tempColor.setHsvF(tempColor.hueF(), tempColor.saturationF(), 0.55f); //original 0.90f ??? in updateColors()
461 setBackgroundColor(tempColor); in updateColors()
463 tempColor.setHsvF(tempColor.hueF(), tempColor.saturationF(), 1.0f); in updateColors()
465 setGlowColor(tempColor); in updateColors()
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/nes_raw_palette/shaders/gtu-famicom/
H A DscaleY.glsl162 vec3 tempColor = vec3(0.0);
172 tempColor += VAL(i);
175 tempColor += VAL_scanlines(i);
177 tempColor -= vec3(blackLevel);
178 tempColor *= (contrast / vec3(1.0 - blackLevel));
179 tempColor = pow(tempColor, vec3(gamma));
181 FragColor = vec4(tempColor, 1.0);
/dports/games/trenchbroom/TrenchBroom-ed46601/common/src/IO/
H A DWadTextureLoader.cpp62 static Color tempColor, averageColor; in loadTexture() local
71 m_palette.indexedToRgb(mipData.begin, size, buffers[j], tempColor); in loadTexture()
73 averageColor = tempColor; in loadTexture()
H A DWalTextureLoader.cpp73 Color tempColor, averageColor; in readTexture() local
84 m_palette.indexedToRgb(mipCursor, pixelCount, buffers[i], tempColor); in readTexture()
86 averageColor = tempColor; in readTexture()
/dports/graphics/blender/blender-2.91.0/source/blender/compositor/operations/
H A DCOM_GaussianBokehBlurOperation.cpp115 float tempColor[4]; in executePixel() local
116 tempColor[0] = 0; in executePixel()
117 tempColor[1] = 0; in executePixel()
118 tempColor[2] = 0; in executePixel()
119 tempColor[3] = 0; in executePixel()
143 madd_v4_v4fl(tempColor, &buffer[bufferindex], multiplier); in executePixel()
150 mul_v4_v4fl(output, tempColor, 1.0f / multiplier_accum); in executePixel()
H A DCOM_BilateralBlurOperation.cpp49 float tempColor[4]; in executePixel() local
77 this->m_inputColorProgram->read(tempColor, xi, yi, data); in executePixel()
78 add_v4_v4(blurColor, tempColor); in executePixel()
/dports/multimedia/libopenshot/libopenshot-0.2.7/src/effects/
H A DBars.cpp72 auto tempColor = std::make_shared<QImage>( in GetFrame() local
74 tempColor->fill(QColor(QString::fromStdString(color.GetColorHex(frame_number)))); in GetFrame()
84 unsigned char *color_pixels = (unsigned char *) tempColor->bits(); in GetFrame()
112 tempColor.reset(); in GetFrame()
/dports/www/firefox-legacy/firefox-52.8.0esr/gfx/skia/skia/src/animator/
H A DSkDrawPaint.cpp100 SkDrawColor* tempColor = color; in deepCopy() local
103 color = tempColor; in deepCopy()
104 tempColor = (SkDrawColor*) color->deepCopy(maker); in deepCopy()
105 tempColor->setParent(copy); in deepCopy()
106 tempColor->add(); in deepCopy()
/dports/graphics/lazpaint/lazpaint-7.1.6/lazpaint/dialog/
H A Duchoosecolorinterface.pas431 var tempColor: TBGRAPixel;
439 tempColor := GetCurrentColor;
441 strColor := inttostr(tempColor.green) + ', a:' + FloatToStr(round(tempColor.alpha/255*100)/100)
444 strColor := '#'+copy(BGRAToStr(tempColor),1,6);
445 idxCSS:= CSSColors.IndexOfColor(BGRA(tempColor.red,tempColor.green,tempColor.blue),500);
447 …strColor := strColor+ ' rgba(' + IntToStr(tempColor.red) + ',' + IntToStr(tempColor.green) + ',' +
448 IntToStr(tempColor.blue) + ',' + FloatToStr(round(tempColor.alpha/255*100)/100) + ')';
985 tempColor: TBGRAPixel;
992 tempColor.alpha := 255;
995 tempColor, BGRABlack, gtLinear,
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