Home
last modified time | relevance | path

Searched refs:halfVector (Results 1 – 25 of 178) sorted by relevance

12345678

/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/glmark2/src/src/
H A Dscene-bump.cpp74 halfVector.normalize(); in setup_model_plain()
75 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_plain()
76 halfVector.normalize(); in setup_model_plain()
129 halfVector.normalize(); in setup_model_normals()
130 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_normals()
131 halfVector.normalize(); in setup_model_normals()
187 halfVector.normalize(); in setup_model_normals_tangent()
188 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_normals_tangent()
189 halfVector.normalize(); in setup_model_normals_tangent()
245 halfVector.normalize(); in setup_model_height()
[all …]
H A Dscene-shading.cpp146 LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]); in setup() local
147 halfVector.normalize(); in setup()
148 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup()
149 halfVector.normalize(); in setup()
170 frg_source.add_const("LightSourceHalfVector", halfVector); in setup()
/dports/benchmarks/glmark2/glmark2-2021.12/src/
H A Dscene-bump.cpp74 halfVector.normalize(); in setup_model_plain()
75 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_plain()
76 halfVector.normalize(); in setup_model_plain()
129 halfVector.normalize(); in setup_model_normals()
130 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_normals()
131 halfVector.normalize(); in setup_model_normals()
187 halfVector.normalize(); in setup_model_normals_tangent()
188 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup_model_normals_tangent()
189 halfVector.normalize(); in setup_model_normals_tangent()
245 halfVector.normalize(); in setup_model_height()
[all …]
H A Dscene-shading.cpp146 LibMatrix::vec3 halfVector(lightPosition[0], lightPosition[1], lightPosition[2]); in setup() local
147 halfVector.normalize(); in setup()
148 halfVector += LibMatrix::vec3(0.0, 0.0, 1.0); in setup()
149 halfVector.normalize(); in setup()
170 frg_source.add_const("LightSourceHalfVector", halfVector); in setup()
/dports/games/stormbaancoureur/stormbaancoureur-2.1.6/shaders-stormbaancoureur/
H A Dbramlight.vp2 varying vec3 surfaceNormal, lightDir, halfVector;
28 halfVector = normalize(gl_LightSource[0].halfVector.xyz);
36 float NdotHV = max(dot(surfaceNormal,halfVector), 0.0);
/dports/games/flightgear-data/fgdata/Shaders/
H A Dterrain-default.frag4 varying vec3 normal, lightDir, halfVector;
28 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
37 halfV = normalize(halfVector);
H A Ddefault.frag28 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
41 NdotHV = max(dot(n, halfVector), 0.0);
H A Dmat-anim.frag24 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
34 halfV = normalize(halfVector);
H A Dmodel-default.frag28 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
39 halfV = normalize(halfVector);
H A Dbuilding-default.frag30 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
44 NdotHV = max(dot(n, halfVector), 0.0);
H A Dlightmap.frag38 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
50 halfV = halfVector;
/dports/games/megaglest-data/megaglest-data-3.13.0/data/core/shaders/
H A Dbump.vert33 v.x = dot (vec3 (gl_LightSource[0].halfVector), t);
34 v.y = dot (vec3 (gl_LightSource[0].halfVector), b);
35 v.z = dot (vec3 (gl_LightSource[0].halfVector), n);
/dports/games/palomino/palomino/data/shaders/reference/
H A Dinc_PointLight_vert.glsl22 vec3 halfVector; // direction of maximum highlights
38 halfVector = normalize(VP + eye);
41 nDotHV = max(0.0, dot(normal, halfVector));
H A Dinc_SpotLight_vert.glsl24 vec3 halfVector; // direction of maximum highlights
51 halfVector = normalize(VP + eye);
54 nDotHV = max(0.0, dot(normal, halfVector));
/dports/games/flightgear-data/fgdata/Compositor/Shaders/ALS/
H A Dmodel-transparent.frag21 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
34 NdotHV = max(dot(n, halfVector), 0.0);
H A Dclustered-include.frag86 vec3 halfVector = normalize(lightDir + normalize(-p));
87 float NdotHV = max(dot(n, halfVector), 0.0);
124 vec3 halfVector = normalize(lightDir + normalize(-p));
125 float NdotHV = max(dot(n, halfVector), 0.0);
/dports/games/flightgear-data/fgdata/Compositor/Shaders/Default/
H A Ddefault.frag28 vec3 halfVector = gl_LightSource[0].halfVector.xyz;
41 NdotHV = max(dot(n, halfVector), 0.0);
/dports/devel/sfml/SFML-2.5.1/examples/island/resources/
H A Dterrain.frag8 vec3 halfVector = normalize(lightPosition + eyePosition);
9 …loat intensity = lightFactor + (1.0 - lightFactor) * dot(normalize(normal), normalize(halfVector));
/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/
H A Dshader_specular_highlight.cl38 float3 halfVector = lightVector - input->viewVector;
39 halfVector = fast_normalize(halfVector);
40 float specular = dot(input->normal, halfVector);
/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/render_splatpyramid/shaders/
H A Dshader_phong_er.frag40 vec3 halfVec = gl_LightSource[0].halfVector.xyz; // normalize( lightVec - normalize(eyePos) );
55 /* float NdotHV = max(dot(normal.xyz, gl_LightSource[0].halfVector.xyz), 0.0); */
68 float NdotHV = max(dot(normal.xyz, gl_LightSource[0].halfVector.xyz), 0.0);
/dports/science/wxmacmolplt/wxmacmolplt-7.7-43-g9a46f7a/resources/shaders/
H A Dperpixel_dirlight_f.glsl17 float n_dot_h = max(dot(n, gl_LightSource[0].halfVector.xyz), 0.0);
25 float n_dot_h = max(dot(n, gl_LightSource[0].halfVector.xyz), 0.0);
/dports/www/firefox-esr/firefox-91.8.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/
H A Dbuffer_objects.vert55 vec3 halfVector; // direction of maximum highlights
82 halfVector = normalize(VP + eye);
85 nDotHV = max(0.0, dot(normal, halfVector));
/dports/www/firefox-esr/firefox-91.8.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/
H A Dlighting_diffuse.vert47 vec3 halfVector; // direction of maximum highlights
63 halfVector = normalize(VP + eye);
66 nDotHV = max(0.0, dot(normal, halfVector));
/dports/lang/spidermonkey78/firefox-78.9.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/
H A Dlighting_diffuse.vert47 vec3 halfVector; // direction of maximum highlights
63 halfVector = normalize(VP + eye);
66 nDotHV = max(0.0, dot(normal, halfVector));
/dports/lang/spidermonkey78/firefox-78.9.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/
H A Dbuffer_objects.vert55 vec3 halfVector; // direction of maximum highlights
82 halfVector = normalize(VP + eye);
85 nDotHV = max(0.0, dot(normal, halfVector));

12345678