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Searched refs:fGloss (Results 1 – 10 of 10) sorted by relevance

/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DLWOMaterial.cpp284 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()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWO/
H A DLWOMaterial.cpp290 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()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DLWOMaterial.cpp288 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()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWO/
H A DLWOMaterial.cpp272 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DLWOMaterial.cpp287 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()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DLWOMaterial.cpp288 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()
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/procedural/
H A Dpmalin-where-the-river-goes-textureless-hd.glsl706 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,…
H A Dpmalin-where-the-river-goes-textureless.glsl703 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,…
/dports/games/libretro-shaders-glsl/glsl-shaders-7052b09dc657d56bea443d5661dccbebcafe32dc/crt/shaders/metacrt/
H A DbufC.glsl510 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 );
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/metacrt/
H A DbufC.slang436 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 );