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Searched refs:lightVector (Results 1 – 25 of 56) sorted by relevance

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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/
H A Dshader_light_shading.cl40 float3 lightVector;
43 lightVector = light->lightDirection;
56 lightVector = normalize(d);
59 return lightVector;
68 __global sLightCl *light, sRenderData *renderData, float3 lightVector, float3 *outColor)
76 float axiality = dot(lightVector, light->lightDirection);
97 float axiality = dot(lightVector, light->lightDirection);
105 dot(light->lightTopVector, lightVector) / light->projectionVerticalRatio / axiality
148 float3 lightVector = CalculateLightVector(light, input->point, input->delta,
162 intensity *= CalculateLightCone(light, renderData, lightVector, &textureColor);
[all …]
H A Dshader_specular_highlight_combined.cl36 float3 lightVector, float3 surfaceColor, sClGradientsCollection *gradients)
43 input, calcParam, lightVector, input->material->specularWidth, 0.0f, gradients);
51 SpecularHighlight(input, calcParam, lightVector, input->material->specularMetallicWidth,
/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/
H A Dlight.cpp161 float cLight::CalculateCone(const CVector3 &lightVector, sRGBFloat &outColor) const in CalculateCone() argument
168 double axiality = lightVector.Dot(lightDirection); in CalculateCone()
185 double axiality = lightVector.Dot(lightDirection); in CalculateCone()
188 double texX = lightRightVector.Dot(lightVector) / projectionHorizontalRatio / axiality + 0.5; in CalculateCone()
189 double texY = lightTopVector.Dot(lightVector) / projectionVerticalRatio / axiality + 0.5; in CalculateCone()
215 CVector3 lightVector; in CalculateLightVector() local
218 lightVector = lightDirection; in CalculateLightVector()
231 lightVector = d; in CalculateLightVector()
232 lightVector.Normalize(); in CalculateLightVector()
236 return lightVector; in CalculateLightVector()
H A Dshader_light_shading.cpp46 CVector3 lightVector = light->CalculateLightVector( in LightShading() local
63 intensity *= light->CalculateCone(lightVector, textureColor); in LightShading()
65 float shade = input.normal.Dot(lightVector); in LightShading()
74 SpecularHighlightCombined(input, lightVector, surfaceColor, gradients->diffuse); in LightShading()
94 auxShadow = AuxShadow(input, light, distance, lightVector); in LightShading()
H A Dshader_specular_highlight_combined.cpp40 CVector3 lightVector, sRGBAfloat surfaceColor, sRGBFloat diffuseGradient) const in SpecularHighlightCombined() argument
47 SpecularHighlight(input, lightVector, input.material->specularWidth, 0.0f, diffuseGradient); in SpecularHighlightCombined()
56 specularMetallic = SpecularHighlight(input, lightVector, input.material->specularMetallicWidth, in SpecularHighlightCombined()
H A Dshader_specular_highlight.cpp38 sRGBAfloat cRenderWorker::SpecularHighlight(const sShaderInputData &input, CVector3 lightVector, in SpecularHighlight() argument
42 CVector3 half = lightVector - input.viewVector; in SpecularHighlight()
H A Dshader_aux_shadow.cpp40 const sShaderInputData &input, const cLight *light, double distance, CVector3 lightVector) const in AuxShadow()
81 lightVector += randomSphere; in AuxShadow()
90 CVector3 point2 = input.point + lightVector * i; in AuxShadow()
/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/media/
H A Dopengl.vert18 vec4 lightVector = worldpos - vec4(mLightPos,1.0);
19 lightVector = normalize(lightVector);
21 float tmp2 = dot(-lightVector, normal);
H A Dd3d9.hlsl44 float3 lightVector = worldpos - mLightPos;
47 lightVector = normalize(lightVector);
50 float3 tmp = dot(-lightVector, normal);
/dports/converters/wkhtmltopdf/qt-5db36ec/src/3rdparty/webkit/Source/WebCore/platform/graphics/filters/
H A DPointLightSource.cpp46 paintingData.lightVector.setX(m_position.x() - x); in updatePaintingData()
47 paintingData.lightVector.setY(m_position.y() - y); in updatePaintingData()
48 paintingData.lightVector.setZ(m_position.z() - z); in updatePaintingData()
49 paintingData.lightVectorLength = paintingData.lightVector.length(); in updatePaintingData()
H A DSpotLightSource.cpp77 paintingData.lightVector.setX(m_position.x() - x); in updatePaintingData()
78 paintingData.lightVector.setY(m_position.y() - y); in updatePaintingData()
79 paintingData.lightVector.setZ(m_position.z() - z); in updatePaintingData()
80 paintingData.lightVectorLength = paintingData.lightVector.length(); in updatePaintingData()
82 …float cosineOfAngle = (paintingData.lightVector * paintingData.directionVector) / paintingData.lig… in updatePaintingData()
H A DDistantLightSource.cpp44 paintingData.lightVector.setX(cosf(azimuth) * cosf(elevation)); in initPaintingData()
45 paintingData.lightVector.setY(sinf(azimuth) * cosf(elevation)); in initPaintingData()
46 paintingData.lightVector.setZ(sinf(elevation)); in initPaintingData()
/dports/graphics/krita/krita-4.4.8/plugins/filters/phongbumpmap/
H A Dphong_pixel_processor.cpp61 light[i].lightVector.setZ( sin( inclination * M_PI / 180 ) ); in initialize()
64 light[i].lightVector.setX( cos( azimuth * M_PI / 180 ) * m ); in initialize()
65 light[i].lightVector.setY( sin( azimuth * M_PI / 180 ) * m ); in initialize()
101 void PhongPixelProcessor::setLightVector(QVector3D lightVector) in setLightVector() argument
103 lightVector.normalize(); in setLightVector()
104 light_vector = lightVector; in setLightVector()
141 light_vector = lightSources.at(i).lightVector; in IlluminatePixel()
/dports/java/java3d/java3d-1.5.2/j3d-core-utils/src/classes/share/com/sun/j3d/loaders/
H A DSceneBase.java82 Vector lightVector = new Vector(); field in SceneBase
121 lightVector.addElement(light); in addLightNode()
225 if (lightVector.isEmpty()) in getLightNodes()
227 Light[] lightNodes = new Light[lightVector.size()]; in getLightNodes()
228 lightVector.copyInto(lightNodes); in getLightNodes()
/dports/multimedia/gpac-mp4box/gpac-1.0.0/share/shaders/
H A Dfragment.glsl104 varying vec3 lightVector[LIGHTS_MAX];
131 vec3 lightVnorm; //normalized lightVector
132 vec3 lightV; //temp lightVector
133 vec3 halfVnorm; //temp lightVector
138 lightV = lightVector[0];
139 halfVnorm = normalize( lightVector[0] + gfEye.xyz );
142 lightV = lightVector[1];
143 halfVnorm = normalize( lightVector[1] + gfEye.xyz );
146 lightV = lightVector[2];
147 halfVnorm = normalize( lightVector[2] + gfEye.xyz );
/dports/multimedia/gpac-libgpac/gpac-1.0.0/share/shaders/
H A Dfragment.glsl104 varying vec3 lightVector[LIGHTS_MAX];
131 vec3 lightVnorm; //normalized lightVector
132 vec3 lightV; //temp lightVector
133 vec3 halfVnorm; //temp lightVector
138 lightV = lightVector[0];
139 halfVnorm = normalize( lightVector[0] + gfEye.xyz );
142 lightV = lightVector[1];
143 halfVnorm = normalize( lightVector[1] + gfEye.xyz );
146 lightV = lightVector[2];
147 halfVnorm = normalize( lightVector[2] + gfEye.xyz );
/dports/graphics/pear-Image_3D/Image_3D-0.4.2/Image/3D/Renderer/
H A DRaytrace.php225 $lightVector = new Image_3D_Vector($light->getX(), $light->getY(), $light->getZ());
226 $lightVector->sub($cuttingPoint);
228 …$lightVector = new Image_3D_Line($cuttingPoint->getX(), $cuttingPoint->getY(), $cuttingPoint->getZ…
235 $t = $polygon->distance($lightVector);
/dports/math/fricas/fricas-1.3.7/src/graph/view3D/
H A Dilluminate3d.c73 L[0] = viewport->lightVector[0]; in phong()
74 L[1] = viewport->lightVector[1]; in phong()
75 L[2] = viewport->lightVector[2]; in phong()
/dports/converters/wkhtmltopdf/qt-5db36ec/src/3rdparty/webkit/Source/WebCore/platform/graphics/filters/arm/
H A DFELightingNEON.h146 floatArguments.lightX = paintingData.lightVector.x(); in platformApplyNeon()
147 floatArguments.lightY = paintingData.lightVector.y(); in platformApplyNeon()
148 floatArguments.lightZ = paintingData.lightVector.z(); in platformApplyNeon()
/dports/editors/libreoffice/libreoffice-7.2.6.2/slideshow/opengl/
H A DbasicFragmentShader.glsl17 vec3 lightVector = vec3(0.0, 0.0, 1.0);
18 float light = max(dot(lightVector, v_normal), 0.0);
H A DreflectionFragmentShader.glsl18 vec3 lightVector = vec3(0.0, 0.0, 1.0);
19 float light = max(dot(lightVector, v_normal), 0.0);
H A DglitterFragmentShader.glsl23 vec3 lightVector = vec3(0.0, 0.0, 1.0);
24 float light = dot(lightVector, v_normal);
/dports/editors/libreoffice6/libreoffice-6.4.7.2/slideshow/opengl/
H A DbasicFragmentShader.glsl17 vec3 lightVector = vec3(0.0, 0.0, 1.0);
18 float light = max(dot(lightVector, v_normal), 0.0);
H A DreflectionFragmentShader.glsl18 vec3 lightVector = vec3(0.0, 0.0, 1.0);
19 float light = max(dot(lightVector, v_normal), 0.0);
H A DglitterFragmentShader.glsl23 vec3 lightVector = vec3(0.0, 0.0, 1.0);
24 float light = dot(lightVector, v_normal);

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