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  • only in /macosx-10.10/WebCore-7600.1.25/platform/graphics/texmap/

Lines Matching +defs:shadow +defs:color

306 void TextureMapperGL::drawBorder(const Color& color, float width, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix)
315 Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
319 draw(targetRect, modelViewMatrix, program.get(), GraphicsContext3D::LINE_LOOP, color.hasAlpha() ? ShouldBlend : 0);
323 void TextureMapperGL::drawNumber(int number, const Color& color, const FloatPoint& targetPoint, const TransformationMatrix& modelViewMatrix)
337 color.getRGBA(r, g, b, a);
338 cairo_set_source_rgba(cr, b, g, r, a); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
416 // We use two-passes (vertical+horizontal) for blur and drop-shadow.
489 const DropShadowFilterOperation& shadow = static_cast<const DropShadowFilterOperation&>(operation);
494 context->uniform2f(program->blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
495 context->uniform2f(program->shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
498 // Second pass: we need the shadow color and the content texture for compositing.
500 Color(premultipliedARGBFromColor(shadow.color())).getRGBA(r, g, b, a);
502 context->uniform2f(program->blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
577 void TextureMapperGL::drawSolidColor(const FloatRect& rect, const TransformationMatrix& matrix, const Color& color)
590 Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);