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Searched refs:light_direction (Results 1 – 25 of 45) sorted by relevance

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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/glmark2/src/data/shaders/
H A Dlight-phong.frag13 vec3 light_direction = normalize(light_position.xyz/light_position.w -
16 vec3 reflection = reflect(-light_direction, normalized_normal);
18 float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
H A Dideas-logo.frag26 vec3 light_direction = normalize(unitvec(vertex_position, light0Position));
28 vec3 reflection = reflect(-light_direction, normalized_normal);
30 float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
H A Dideas-lamp-lit.frag60 vec3 light_direction = normalize(unitvec(vertex_position, light_position));
61 vec3 reflection = reflect(-light_direction, normalized_normal);
63 … diffuseSum += max(0.0, dot(normalized_normal, light_direction)) * lightSource[light].diffuse;
H A Dlight-refract.frag39 vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w -
41 vec3 reflection = reflect(light_direction, normalized_normal);
/dports/benchmarks/glmark2/glmark2-2021.12/data/shaders/
H A Dlight-phong.frag13 vec3 light_direction = normalize(light_position.xyz/light_position.w -
16 vec3 reflection = reflect(-light_direction, normalized_normal);
18 float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
H A Dideas-logo.frag26 vec3 light_direction = normalize(unitvec(vertex_position, light0Position));
28 vec3 reflection = reflect(-light_direction, normalized_normal);
30 float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
H A Dideas-lamp-lit.frag60 vec3 light_direction = normalize(unitvec(vertex_position, light_position));
61 vec3 reflection = reflect(-light_direction, normalized_normal);
63 … diffuseSum += max(0.0, dot(normalized_normal, light_direction)) * lightSource[light].diffuse;
H A Dlight-refract.frag39 vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w -
41 vec3 reflection = reflect(light_direction, normalized_normal);
/dports/emulators/citra/citra-ac98458e0/externals/nihstro/examples/inline_assembler/simple/
H A Dsimple.cpp46 static const auto light_direction = SourceRegister::MakeFloat(8); variable
70 InlineAsm::DeclareUniform(light_direction, light_direction, "lightDirection"),
90 { OpCode::Id::DP3, temp_pos, "xyz", light_direction, in_norm },
/dports/emulators/citra-qt5/citra-ac98458e0/externals/nihstro/examples/inline_assembler/simple/
H A Dsimple.cpp46 static const auto light_direction = SourceRegister::MakeFloat(8); variable
70 InlineAsm::DeclareUniform(light_direction, light_direction, "lightDirection"),
90 { OpCode::Id::DP3, temp_pos, "xyz", light_direction, in_norm },
/dports/benchmarks/vkmark/vkmark-2017.08-24-g53abc4f/data/shaders/
H A Dlight-phong.frag24 vec3 light_direction = normalize(light_position.xyz/light_position.w -
27 vec3 reflection = reflect(-light_direction, normalized_normal);
29 float diffuseTerm = max(0.0, dot(normalized_normal, light_direction));
/dports/graphics/osg/OpenSceneGraph-OpenSceneGraph-3.6.5/src/osgUtil/
H A DHalfWayMapGenerator.cpp17 HalfWayMapGenerator::HalfWayMapGenerator(const osg::Vec3 &light_direction, int texture_size) in HalfWayMapGenerator() argument
19 ldir_(light_direction) in HalfWayMapGenerator()
H A DHighlightMapGenerator.cpp17 HighlightMapGenerator::HighlightMapGenerator(const osg::Vec3 &light_direction, in HighlightMapGenerator() argument
22 ldir_(light_direction), in HighlightMapGenerator()
/dports/graphics/osg34/OpenSceneGraph-OpenSceneGraph-3.4.1/src/osgUtil/
H A DHalfWayMapGenerator.cpp17 HalfWayMapGenerator::HalfWayMapGenerator(const osg::Vec3 &light_direction, int texture_size) in HalfWayMapGenerator() argument
19 ldir_(light_direction) in HalfWayMapGenerator()
H A DHighlightMapGenerator.cpp17 HighlightMapGenerator::HighlightMapGenerator(const osg::Vec3 &light_direction, in HighlightMapGenerator() argument
22 ldir_(light_direction), in HighlightMapGenerator()
/dports/games/craft/Craft-1.0fbsd/shaders/
H A Dblock_vertex.glsl20 const vec3 light_direction = normalize(vec3(-1.0, 1.0, -1.0));
27 diffuse = max(0.0, dot(normal, light_direction));
/dports/graphics/fracplanet/fracplanet-0.5.1/
H A Dtriangle_mesh_viewer_display.cpp151 const XYZ light_direction(parameters->illumination_direction()); in paintGL() local
154 light_direction.x, in paintGL()
155 light_direction.y, in paintGL()
156 light_direction.z, in paintGL()
/dports/math/p5-Math-MatrixReal/Math-MatrixReal-2.13/example/
H A Dopeng-and-matrix.pl56 my $light_direction = [ -0.57735, -0.57735, -0.57735 ];
98 GL_FLOAT, map { $_ * -1 } @$light_direction, 0.0);
/dports/games/ultimatestunts/ultimatestunts-srcdata-0771/graphics/
H A Dobjectviewer.cpp111 GLfloat light_direction[] = {0.0, 0.0, 1.0, 0.0}; in update() local
115 glLightfv(GL_LIGHT0, GL_POSITION, light_direction); in update()
/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/
H A Dworkbench_data.c115 copy_v3_v3(light->light_direction, sl->vec); in workbench_studiolight_data_update()
116 mul_mat3_m4_v3(rot_matrix, light->light_direction); in workbench_studiolight_data_update()
123 copy_v3_fl3(light->light_direction, 1.0f, 0.0f, 0.0f); in workbench_studiolight_data_update()
/dports/science/drawxtl/DRAWxtl/source/DRAWxtl55/
H A DPixelBuffer.h98 GLfloat light_direction[] = { 0.0f, -1.0f, 0.0f }; in fill() local
136 glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction); in fill()
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/scripts/
H A DAdaptivePNTrianglesTessellation.material52 param_named_auto g_LightDirection light_direction 0
303 param_named_auto lightDirection light_direction 0
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/scripts/
H A DAdaptivePNTrianglesTessellation.material52 param_named_auto g_LightDirection light_direction 0
303 param_named_auto lightDirection light_direction 0
/dports/graphics/blender/blender-2.91.0/source/blender/blenkernel/
H A DBKE_studiolight.h126 float light_direction[3]; member
/dports/graphics/xfractint/xfractint-20.04p16/common/
H A Dline3d.c96 static VECTOR light_direction; variable
773 (1.0 - dot_product(cross, light_direction))); in line3d()
2553 direct[0] = light_direction[0] = XLIGHT; in first_time()
2554 direct[1] = light_direction[1] = -YLIGHT; in first_time()
2555 direct[2] = light_direction[2] = ZLIGHT; in first_time()
2560 direct[2] = light_direction[2] = -ZLIGHT; in first_time()
2572 vmult(light_direction, m, light_direction); in first_time()
2575 light_direction[i] -= v[i]; in first_time()
2577 normalize_vector(light_direction); in first_time()

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