/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | LWOMaterial.cpp | 284 float fGloss; in ConvertMaterial() local 286 fGloss = math::pow( surf.mGlossiness*10.0f+2.0f, 2.0f); in ConvertMaterial() 291 fGloss = 6.0f; in ConvertMaterial() 293 fGloss = 20.0f; in ConvertMaterial() 295 fGloss = 50.0f; in ConvertMaterial() 296 else fGloss = 80.0f; in ConvertMaterial() 300 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWO/ |
H A D | LWOMaterial.cpp | 290 float fGloss; in ConvertMaterial() local 292 fGloss = std::pow( surf.mGlossiness*ai_real( 10.0 )+ ai_real( 2.0 ), ai_real( 2.0 ) ); in ConvertMaterial() 297 fGloss = 6.0; in ConvertMaterial() 299 fGloss = 20.0; in ConvertMaterial() 301 fGloss = 50.0; in ConvertMaterial() 302 else fGloss = 80.0; in ConvertMaterial() 306 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | LWOMaterial.cpp | 288 float fGloss; in ConvertMaterial() local 290 fGloss = std::pow( surf.mGlossiness*10.0f+2.0f, 2.0f); in ConvertMaterial() 295 fGloss = 6.0f; in ConvertMaterial() 297 fGloss = 20.0f; in ConvertMaterial() 299 fGloss = 50.0f; in ConvertMaterial() 300 else fGloss = 80.0f; in ConvertMaterial() 304 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWO/ |
H A D | LWOMaterial.cpp | 272 float fGloss; in ConvertMaterial() local 274 fGloss = std::pow(surf.mGlossiness * ai_real(10.0) + ai_real(2.0), ai_real(2.0)); in ConvertMaterial() 277 fGloss = 6.0; in ConvertMaterial() 279 fGloss = 20.0; in ConvertMaterial() 281 fGloss = 50.0; in ConvertMaterial() 283 fGloss = 80.0; in ConvertMaterial() 287 pcMat->AddProperty(&fGloss, 1, AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | LWOMaterial.cpp | 287 float fGloss; in ConvertMaterial() local 289 fGloss = std::pow( surf.mGlossiness*10.0f+2.0f, 2.0f); in ConvertMaterial() 294 fGloss = 6.0f; in ConvertMaterial() 296 fGloss = 20.0f; in ConvertMaterial() 298 fGloss = 50.0f; in ConvertMaterial() 299 else fGloss = 80.0f; in ConvertMaterial() 303 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | LWOMaterial.cpp | 288 float fGloss; in ConvertMaterial() local 290 fGloss = std::pow( surf.mGlossiness*ai_real( 10.0 )+ ai_real( 2.0 ), ai_real( 2.0 ) ); in ConvertMaterial() 295 fGloss = 6.0; in ConvertMaterial() 297 fGloss = 20.0; in ConvertMaterial() 299 fGloss = 50.0; in ConvertMaterial() 300 else fGloss = 80.0; in ConvertMaterial() 304 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/ |
H A D | pmalin-where-the-river-goes-textureless-hd.glsl | 706 vec3 GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) 710 return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 ); 733 vec3 GetEnvColour( vec3 vRayDir, float fGloss ) 735 …return mix( k_envFloorColor, k_bgSkyColourUp, clamp( vRayDir.y * (1.0 - fGloss * 0.5) * 0.5 + 0.5,…
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H A D | pmalin-where-the-river-goes-textureless.glsl | 703 vec3 GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) 707 return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 ); 730 vec3 GetEnvColour( vec3 vRayDir, float fGloss ) 732 …return mix( k_envFloorColor, k_bgSkyColourUp, clamp( vRayDir.y * (1.0 - fGloss * 0.5) * 0.5 + 0.5,…
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/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/metacrt/ |
H A D | bufC.glsl | 510 vec3 Light_GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) 514 return vR0 + (vec3(0.5) - vR0) * pow( 1.0 - NdotV, 1.5 ) * pow( fGloss, 20.0 );
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/metacrt/ |
H A D | bufC.slang | 436 vec3 Light_GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) 440 return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 );
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