/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/glmark2/src/src/ |
H A D | scene-bump.cpp | 74 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 …]
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H A D | scene-shading.cpp | 146 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()
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/dports/benchmarks/glmark2/glmark2-2021.12/src/ |
H A D | scene-bump.cpp | 74 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 …]
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H A D | scene-shading.cpp | 146 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()
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/dports/games/stormbaancoureur/stormbaancoureur-2.1.6/shaders-stormbaancoureur/ |
H A D | bramlight.vp | 2 varying vec3 surfaceNormal, lightDir, halfVector; 28 halfVector = normalize(gl_LightSource[0].halfVector.xyz); 36 float NdotHV = max(dot(surfaceNormal,halfVector), 0.0);
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/dports/games/flightgear-data/fgdata/Shaders/ |
H A D | terrain-default.frag | 4 varying vec3 normal, lightDir, halfVector; 28 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 37 halfV = normalize(halfVector);
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H A D | default.frag | 28 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 41 NdotHV = max(dot(n, halfVector), 0.0);
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H A D | mat-anim.frag | 24 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 34 halfV = normalize(halfVector);
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H A D | model-default.frag | 28 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 39 halfV = normalize(halfVector);
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H A D | building-default.frag | 30 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 44 NdotHV = max(dot(n, halfVector), 0.0);
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H A D | lightmap.frag | 38 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 50 halfV = halfVector;
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/dports/games/megaglest-data/megaglest-data-3.13.0/data/core/shaders/ |
H A D | bump.vert | 33 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);
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/dports/games/palomino/palomino/data/shaders/reference/ |
H A D | inc_PointLight_vert.glsl | 22 vec3 halfVector; // direction of maximum highlights 38 halfVector = normalize(VP + eye); 41 nDotHV = max(0.0, dot(normal, halfVector));
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H A D | inc_SpotLight_vert.glsl | 24 vec3 halfVector; // direction of maximum highlights 51 halfVector = normalize(VP + eye); 54 nDotHV = max(0.0, dot(normal, halfVector));
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/dports/games/flightgear-data/fgdata/Compositor/Shaders/ALS/ |
H A D | model-transparent.frag | 21 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 34 NdotHV = max(dot(n, halfVector), 0.0);
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H A D | clustered-include.frag | 86 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);
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/dports/games/flightgear-data/fgdata/Compositor/Shaders/Default/ |
H A D | default.frag | 28 vec3 halfVector = gl_LightSource[0].halfVector.xyz; 41 NdotHV = max(dot(n, halfVector), 0.0);
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/dports/devel/sfml/SFML-2.5.1/examples/island/resources/ |
H A D | terrain.frag | 8 vec3 halfVector = normalize(lightPosition + eyePosition); 9 …loat intensity = lightFactor + (1.0 - lightFactor) * dot(normalize(normal), normalize(halfVector));
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/ |
H A D | shader_specular_highlight.cl | 38 float3 halfVector = lightVector - input->viewVector; 39 halfVector = fast_normalize(halfVector); 40 float specular = dot(input->normal, halfVector);
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/dports/cad/meshlab/meshlab-Meshlab-2020.05/src/plugins_experimental/render_splatpyramid/shaders/ |
H A D | shader_phong_er.frag | 40 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);
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/dports/science/wxmacmolplt/wxmacmolplt-7.7-43-g9a46f7a/resources/shaders/ |
H A D | perpixel_dirlight_f.glsl | 17 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);
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/dports/www/firefox-esr/firefox-91.8.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/ |
H A D | buffer_objects.vert | 55 vec3 halfVector; // direction of maximum highlights 82 halfVector = normalize(VP + eye); 85 nDotHV = max(0.0, dot(normal, halfVector));
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/dports/www/firefox-esr/firefox-91.8.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/ |
H A D | lighting_diffuse.vert | 47 vec3 halfVector; // direction of maximum highlights 63 halfVector = normalize(VP + eye); 66 nDotHV = max(0.0, dot(normal, halfVector));
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/dports/lang/spidermonkey78/firefox-78.9.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/lighting_diffuse/ |
H A D | lighting_diffuse.vert | 47 vec3 halfVector; // direction of maximum highlights 63 halfVector = normalize(VP + eye); 66 nDotHV = max(0.0, dot(normal, halfVector));
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/dports/lang/spidermonkey78/firefox-78.9.0/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2FixedTests/buffer_objects/ |
H A D | buffer_objects.vert | 55 vec3 halfVector; // direction of maximum highlights 82 halfVector = normalize(VP + eye); 85 nDotHV = max(0.0, dot(normal, halfVector));
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