/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/opencl/engines/ |
H A D | shader_light_shading.cl | 40 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 …]
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H A D | shader_specular_highlight_combined.cl | 36 float3 lightVector, float3 surfaceColor, sClGradientsCollection *gradients) 43 input, calcParam, lightVector, input->material->specularWidth, 0.0f, gradients); 51 SpecularHighlight(input, calcParam, lightVector, input->material->specularMetallicWidth,
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/dports/graphics/mandelbulber/mandelbulber2-2.26/mandelbulber2/src/ |
H A D | light.cpp | 161 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()
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H A D | shader_light_shading.cpp | 46 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()
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H A D | shader_specular_highlight_combined.cpp | 40 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()
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H A D | shader_specular_highlight.cpp | 38 sRGBAfloat cRenderWorker::SpecularHighlight(const sShaderInputData &input, CVector3 lightVector, in SpecularHighlight() argument 42 CVector3 half = lightVector - input.viewVector; in SpecularHighlight()
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H A D | shader_aux_shadow.cpp | 40 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()
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/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/media/ |
H A D | opengl.vert | 18 vec4 lightVector = worldpos - vec4(mLightPos,1.0); 19 lightVector = normalize(lightVector); 21 float tmp2 = dot(-lightVector, normal);
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H A D | d3d9.hlsl | 44 float3 lightVector = worldpos - mLightPos; 47 lightVector = normalize(lightVector); 50 float3 tmp = dot(-lightVector, normal);
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/dports/converters/wkhtmltopdf/qt-5db36ec/src/3rdparty/webkit/Source/WebCore/platform/graphics/filters/ |
H A D | PointLightSource.cpp | 46 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()
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H A D | SpotLightSource.cpp | 77 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()
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H A D | DistantLightSource.cpp | 44 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()
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/dports/graphics/krita/krita-4.4.8/plugins/filters/phongbumpmap/ |
H A D | phong_pixel_processor.cpp | 61 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()
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/dports/java/java3d/java3d-1.5.2/j3d-core-utils/src/classes/share/com/sun/j3d/loaders/ |
H A D | SceneBase.java | 82 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()
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/dports/multimedia/gpac-mp4box/gpac-1.0.0/share/shaders/ |
H A D | fragment.glsl | 104 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 );
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/dports/multimedia/gpac-libgpac/gpac-1.0.0/share/shaders/ |
H A D | fragment.glsl | 104 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 );
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/dports/graphics/pear-Image_3D/Image_3D-0.4.2/Image/3D/Renderer/ |
H A D | Raytrace.php | 225 $lightVector = new Image_3D_Vector($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);
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/dports/math/fricas/fricas-1.3.7/src/graph/view3D/ |
H A D | illuminate3d.c | 73 L[0] = viewport->lightVector[0]; in phong() 74 L[1] = viewport->lightVector[1]; in phong() 75 L[2] = viewport->lightVector[2]; in phong()
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/dports/converters/wkhtmltopdf/qt-5db36ec/src/3rdparty/webkit/Source/WebCore/platform/graphics/filters/arm/ |
H A D | FELightingNEON.h | 146 floatArguments.lightX = paintingData.lightVector.x(); in platformApplyNeon() 147 floatArguments.lightY = paintingData.lightVector.y(); in platformApplyNeon() 148 floatArguments.lightZ = paintingData.lightVector.z(); in platformApplyNeon()
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/dports/editors/libreoffice/libreoffice-7.2.6.2/slideshow/opengl/ |
H A D | basicFragmentShader.glsl | 17 vec3 lightVector = vec3(0.0, 0.0, 1.0); 18 float light = max(dot(lightVector, v_normal), 0.0);
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H A D | reflectionFragmentShader.glsl | 18 vec3 lightVector = vec3(0.0, 0.0, 1.0); 19 float light = max(dot(lightVector, v_normal), 0.0);
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H A D | glitterFragmentShader.glsl | 23 vec3 lightVector = vec3(0.0, 0.0, 1.0); 24 float light = dot(lightVector, v_normal);
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/dports/editors/libreoffice6/libreoffice-6.4.7.2/slideshow/opengl/ |
H A D | basicFragmentShader.glsl | 17 vec3 lightVector = vec3(0.0, 0.0, 1.0); 18 float light = max(dot(lightVector, v_normal), 0.0);
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H A D | reflectionFragmentShader.glsl | 18 vec3 lightVector = vec3(0.0, 0.0, 1.0); 19 float light = max(dot(lightVector, v_normal), 0.0);
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H A D | glitterFragmentShader.glsl | 23 vec3 lightVector = vec3(0.0, 0.0, 1.0); 24 float light = dot(lightVector, v_normal);
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