/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/def_files/data/effects/ |
H A D | lighting.sdr | 17 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);
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H A D | deferred-f.sdr | 140 vec3 halfVec = normalize(lightDir + eyeDir); 143 …fragmentColor.rgb += computeLighting(specColor.rgb, lightDir, normal.xyz, halfVec, eyeDir, gloss, …
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/dports/games/openspades/openspades-0.1.3/Resources/Shaders/PhysicalModel/ |
H A D | CookTorrance.fs | 42 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);
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/dports/games/openspades/openspades-0.1.3/Resources/Shaders/ |
H A D | Water2.fs | 200 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);
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H A D | Water3.fs | 316 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);
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/dports/games/warzone2100/warzone2100/data/base/shaders/ |
H A D | tcmask.vert | 27 out vec3 normal, lightDir, halfVec; 31 varying vec3 normal, lightDir, halfVec; 61 halfVec = lightDir + eyeVec; //can be normalized for better quality
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H A D | tcmask.frag | 33 in vec3 normal, lightDir, halfVec; 37 varying vec3 normal, lightDir, halfVec; 103 vec3 H = normalize(halfVec);
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/dports/games/megaglest-data/megaglest-data-3.13.0/data/core/shaders/ |
H A D | bump.vert | 4 varying vec3 halfVec; 36 halfVec = normalize (v);
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H A D | bump.frag | 9 varying vec3 halfVec; 49 float specular = max (dot (halfVec, normal), 0.0);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/render_splatpyramid/shaders/ |
H A D | shader_phong_color.frag | 32 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…
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H A D | shader_phong_er.frag | 40 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…
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/distrib/shaders/splatpyramid/ |
H A D | shader_phong_color.frag | 32 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…
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/dports/games/openmw/openmw-openmw-0.47.0/files/shaders/ |
H A D | lighting.glsl | 96 vec3 halfVec = normalize(lightDir - viewDirection); 97 float NdotH = dot(viewNormal, halfVec);
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/dports/games/warzone2100/warzone2100/data/base/shaders/vk/ |
H A D | tcmask.vert | 38 layout(location = 3) out vec3 halfVec; 67 halfVec = lightDir + eyeVec; //can be normalized for better quality
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H A D | tcmask.frag | 38 layout(location = 3) in vec3 halfVec; 87 vec3 H = normalize(halfVec);
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/dports/games/libretro-shaders-slang/slang-shaders-9850d68939b86262eae9f0da01ff1c11daafcdc3/crt/shaders/crtsim/ |
H A D | screen.slang | 84 half3 halfVec = normalize(lightDir + camDir); 85 half spec = saturate(dot(norm, halfVec));
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H A D | frame.slang | 97 half3 halfVec = normalize(lightDir + camDir); 98 half spec = saturate(dot(norm, halfVec));
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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/GPU/Common/ |
H A D | TransformCommon.cpp | 156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local 158 dot = Dot(halfVec, norm); in Light()
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/dports/emulators/ppsspp/ppsspp-1.12.3/GPU/Common/ |
H A D | TransformCommon.cpp | 156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local 158 dot = Dot(halfVec, norm); in Light()
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/GPU/Common/ |
H A D | TransformCommon.cpp | 156 Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1); in Light() local 158 dot = Dot(halfVec, norm); in Light()
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/dports/games/flightgear/flightgear-2020.3.11/src/GUI/ |
H A D | AirportDiagram.cxx | 617 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()
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/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/GLSL/ |
H A D | ModelFragProg.glsl | 78 vec3 halfVec = gl_LightSource[BASE_DYNAMIC_MODEL_LIGHT + i].halfVector.xyz; 84 float lightCosAngSpec = clamp(dot(normal, normalize(halfVec)), 0.0, 1.0);
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/dports/games/ufoai/ufoai-2.5-source/src/common/ |
H A D | grid.cpp | 980 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()
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/HLMS/ |
H A D | PBS_fs.hlslt | 105 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);
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H A D | PBS_fs.glslt | 127 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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