/dports/graphics/pear-Image_Canvas/Image_Canvas-0.3.2/Image/Canvas/ |
H A D | Color.php | 117 $tempColor = parent::hex2rgb($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], [all …]
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/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/ARB/ |
H A D | clouds.fp | 8 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;
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H A D | groundFPshadow.fp | 6 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;
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H A D | GroundDecalsSM3.fp | 6 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;
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H A D | GroundDecalsSMF.fp | 6 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;
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H A D | treeFPshadow.fp | 6 TEMP shadow,tempColor,shadeColor,shadeTex; 14 TEX tempColor, fragment.texcoord[1], texture[1], 2D; 15 MUL result.color, tempColor,shadeColor;
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/gtu-v050/ |
H A D | pass2.slang | 43 #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);
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H A D | pass3.slang | 92 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);
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/dports/games/cultivation/Cultivation_8_UnixSource/minorGems/graphics/openGL/ |
H A D | MultiLightingGL.h | 102 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
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/ |
H A D | tvout-tweaks.slang | 106 #define VAL(tempColor) \ 108 …tempColor += 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);
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/gtu-v050/ |
H A D | pass2.glsl | 114 #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);
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H A D | pass3.glsl | 156 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);
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/dports/graphics/krita/krita-4.4.8/libs/ui/dialogs/ |
H A D | kis_dlg_stroke_selection_properties.cpp | 249 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() [all …]
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/tvout-tweaks-multipass/ |
H A D | tvout-tweaks-pass-1.glsl | 136 #define VAL(tempColor) \ 138 …tempColor += 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);
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/ |
H A D | tvout-tweaks.glsl | 162 #define VAL(tempColor) \ 164 …tempColor += 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);
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/nes_raw_palette/shaders/gtu-famicom/ |
H A D | scaleY.slang | 99 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);
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/dports/deskutils/latte-dock/latte-dock-0.10.6/declarativeimports/core/ |
H A D | iconitem.cpp | 453 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()
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/nes_raw_palette/shaders/gtu-famicom/ |
H A D | scaleY.glsl | 162 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);
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/dports/games/trenchbroom/TrenchBroom-ed46601/common/src/IO/ |
H A D | WadTextureLoader.cpp | 62 static Color tempColor, averageColor; in loadTexture() local 71 m_palette.indexedToRgb(mipData.begin, size, buffers[j], tempColor); in loadTexture() 73 averageColor = tempColor; in loadTexture()
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H A D | WalTextureLoader.cpp | 73 Color tempColor, averageColor; in readTexture() local 84 m_palette.indexedToRgb(mipCursor, pixelCount, buffers[i], tempColor); in readTexture() 86 averageColor = tempColor; in readTexture()
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/dports/graphics/blender/blender-2.91.0/source/blender/compositor/operations/ |
H A D | COM_GaussianBokehBlurOperation.cpp | 115 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()
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H A D | COM_BilateralBlurOperation.cpp | 49 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()
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/dports/multimedia/libopenshot/libopenshot-0.2.7/src/effects/ |
H A D | Bars.cpp | 72 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()
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/dports/www/firefox-legacy/firefox-52.8.0esr/gfx/skia/skia/src/animator/ |
H A D | SkDrawPaint.cpp | 100 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()
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/dports/graphics/lazpaint/lazpaint-7.1.6/lazpaint/dialog/ |
H A D | uchoosecolorinterface.pas | 431 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, [all …]
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