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Searched refs:halfVec (Results 1 – 25 of 36) sorted by relevance

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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/def_files/data/effects/
H A Dlighting.sdr17 vec3 FresnelSchlick(vec3 specColor, vec3 light, vec3 halfVec)
19 return specColor + (vec3(1.0) - specColor) * pow(1.0 - clamp(dot(light, halfVec), 0.0, 1.0), 5.0);
22 vec3 SpecularBlinnPhong(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, float specPower, flo…
24 …or, FresnelSchlick(specColor, light, halfVec), fresnel) * ((specPower + 2.0) / 8.0 ) * pow(clamp(d…
27 vec3 SpecularGGX(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, vec3 view, float gloss, flo…
32 float dotNH = clamp(dot(normal, halfVec), 0.0f, 1.0f);
40 vec3 fresnel = mix(specColor, FresnelSchlick(specColor, light, halfVec), fresnelFactor);
51 vec3 computeLighting(vec3 specColor, vec3 light, vec3 normal, vec3 halfVec, vec3 view, float gloss,…
54 return SpecularBlinnPhong(specColor, light, normal, halfVec, 32, fresnelFactor, dotNL);
56 return SpecularGGX(specColor, light, normal, halfVec, view, gloss, fresnelFactor, dotNL);
H A Ddeferred-f.sdr140 vec3 halfVec = normalize(lightDir + eyeDir);
143 …fragmentColor.rgb += computeLighting(specColor.rgb, lightDir, normal.xyz, halfVec, eyeDir, gloss, …
/dports/games/openspades/openspades-0.1.3/Resources/Shaders/PhysicalModel/
H A DCookTorrance.fs42 vec3 halfVec = lightVec + eyeVec;
43 halfVec = dot(halfVec, halfVec) < .00000000001 ? vec3(1., 0., 0.) : normalize(halfVec);
46 float distribution = dot(halfVec, normal);
52 float fresnel2 = 1. - dot(halfVec, eyeVec);
/dports/games/openspades/openspades-0.1.3/Resources/Shaders/
H A DWater2.fs200 vec3 halfVec = vec3(0., 1., 1.) + ongoing;
201 halfVec = dot(halfVec, halfVec) < .00000000001 ? vec3(1., 0., 0.) : normalize(halfVec);
202 float halfVecDot = max(dot(halfVec, wave), 0.00001);
H A DWater3.fs316 vec3 halfVec = vec3(0., 1., 1.) + ongoing;
317 halfVec = dot(halfVec, halfVec) < .00000000001 ? vec3(1., 0., 0.) : normalize(halfVec);
318 float halfVecDot = max(dot(halfVec, wave), 0.00001);
/dports/games/warzone2100/warzone2100/data/base/shaders/
H A Dtcmask.vert27 out vec3 normal, lightDir, halfVec;
31 varying vec3 normal, lightDir, halfVec;
61 halfVec = lightDir + eyeVec; //can be normalized for better quality
H A Dtcmask.frag33 in vec3 normal, lightDir, halfVec;
37 varying vec3 normal, lightDir, halfVec;
103 vec3 H = normalize(halfVec);
/dports/games/megaglest-data/megaglest-data-3.13.0/data/core/shaders/
H A Dbump.vert4 varying vec3 halfVec;
36 halfVec = normalize (v);
H A Dbump.frag9 varying vec3 halfVec;
49 float specular = max (dot (halfVec, normal), 0.0);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/render_splatpyramid/shaders/
H A Dshader_phong_color.frag32 vec3 halfVec = gl_LightSource[0].halfVector.xyz; //normalize( lightVec - normalize(eyePos) );
36 …float specularCoeff = aux_dot>0.0 ? clamp(pow(clamp(dot(halfVec, normal.xyz),0.0,1.0), gl_FrontMat…
H A Dshader_phong_er.frag40 vec3 halfVec = gl_LightSource[0].halfVector.xyz; // normalize( lightVec - normalize(eyePos) );
43 …float specularCoeff = aux_dot>0.0 ? clamp(pow(clamp(dot(halfVec, normal.xyz),0.0,1.0), gl_FrontMat…
/dports/cad/meshlab/meshlab-Meshlab-2020.05/distrib/shaders/splatpyramid/
H A Dshader_phong_color.frag32 vec3 halfVec = gl_LightSource[0].halfVector.xyz; //normalize( lightVec - normalize(eyePos) );
36 …float specularCoeff = aux_dot>0.0 ? clamp(pow(clamp(dot(halfVec, normal.xyz),0.0,1.0), gl_FrontMat…
/dports/games/openmw/openmw-openmw-0.47.0/files/shaders/
H A Dlighting.glsl96 vec3 halfVec = normalize(lightDir - viewDirection);
97 float NdotH = dot(viewNormal, halfVec);
/dports/games/warzone2100/warzone2100/data/base/shaders/vk/
H A Dtcmask.vert38 layout(location = 3) out vec3 halfVec;
67 halfVec = lightDir + eyeVec; //can be normalized for better quality
H A Dtcmask.frag38 layout(location = 3) in vec3 halfVec;
87 vec3 H = normalize(halfVec);
/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/crtsim/
H A Dscreen.slang84 half3 halfVec = normalize(lightDir + camDir);
85 half spec = saturate(dot(norm, halfVec));
H A Dframe.slang97 half3 halfVec = normalize(lightDir + camDir);
98 half spec = saturate(dot(norm, halfVec));
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/GPU/Common/
H A DTransformCommon.cpp156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local
158 dot = Dot(halfVec, norm); in Light()
/dports/emulators/ppsspp/ppsspp-1.12.3/GPU/Common/
H A DTransformCommon.cpp156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local
158 dot = Dot(halfVec, norm); in Light()
/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/GPU/Common/
H A DTransformCommon.cpp156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local
158 dot = Dot(halfVec, norm); in Light()
/dports/games/flightgear/flightgear-2020.3.11/src/GUI/
H A DAirportDiagram.cxx617 QVector2D halfVec = QVector2D(v.y(), -v.x()) * halfWidth; in pathForRunway() local
619 pp.moveTo(r.p1 - halfVec.toPointF()); in pathForRunway()
620 pp.lineTo(r.p1 + halfVec.toPointF()); in pathForRunway()
621 pp.lineTo(r.p2 + halfVec.toPointF()); in pathForRunway()
622 pp.lineTo(r.p2 - halfVec.toPointF()); in pathForRunway()
/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/GLSL/
H A DModelFragProg.glsl78 vec3 halfVec = gl_LightSource[BASE_DYNAMIC_MODEL_LIGHT + i].halfVector.xyz;
84 float lightCosAngSpec = clamp(dot(normal, normalize(halfVec)), 0.0, 1.0);
/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dgrid.cpp980 vec3_t centerVec, halfVec, newCenterVec; in Grid_RecalcRouting() local
987 VectorSubtract(model->maxs, centerVec, halfVec); in Grid_RecalcRouting()
994 VectorSubtract(newCenterVec, halfVec, minVec); in Grid_RecalcRouting()
995 VectorAdd(newCenterVec, halfVec, maxVec); in Grid_RecalcRouting()
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/HLMS/
H A DPBS_fs.hlslt105 float3 microfacetBRDF_GGX( float NoV, float NoL, float NoH, float VoH, float3 halfVec, float3 tange…
112 float ToH = dot( tangent, halfVec);
113 float BoH = dot( binormal, halfVec);
H A DPBS_fs.glslt127 vec3 microfacetBRDF_GGX( float NoV, float NoL, float NoH, float VoH, vec3 halfVec, vec3 tangent, ve…
133 float ToH = dot( tangent, halfVec);
134 float BoH = dot( binormal, halfVec);

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