/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/glmark2/src/data/shaders/ |
H A D | light-phong.frag | 13 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));
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H A D | ideas-logo.frag | 26 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));
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H A D | ideas-lamp-lit.frag | 60 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;
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H A D | light-refract.frag | 39 vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w - 41 vec3 reflection = reflect(light_direction, normalized_normal);
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/dports/benchmarks/glmark2/glmark2-2021.12/data/shaders/ |
H A D | light-phong.frag | 13 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));
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H A D | ideas-logo.frag | 26 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));
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H A D | ideas-lamp-lit.frag | 60 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;
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H A D | light-refract.frag | 39 vec3 light_direction = normalize(vertex_position.xyz/vertex_position.w - 41 vec3 reflection = reflect(light_direction, normalized_normal);
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/dports/emulators/citra/citra-ac98458e0/externals/nihstro/examples/inline_assembler/simple/ |
H A D | simple.cpp | 46 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 },
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/dports/emulators/citra-qt5/citra-ac98458e0/externals/nihstro/examples/inline_assembler/simple/ |
H A D | simple.cpp | 46 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 },
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/dports/benchmarks/vkmark/vkmark-2017.08-24-g53abc4f/data/shaders/ |
H A D | light-phong.frag | 24 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));
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/dports/graphics/osg/OpenSceneGraph-OpenSceneGraph-3.6.5/src/osgUtil/ |
H A D | HalfWayMapGenerator.cpp | 17 HalfWayMapGenerator::HalfWayMapGenerator(const osg::Vec3 &light_direction, int texture_size) in HalfWayMapGenerator() argument 19 ldir_(light_direction) in HalfWayMapGenerator()
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H A D | HighlightMapGenerator.cpp | 17 HighlightMapGenerator::HighlightMapGenerator(const osg::Vec3 &light_direction, in HighlightMapGenerator() argument 22 ldir_(light_direction), in HighlightMapGenerator()
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/dports/graphics/osg34/OpenSceneGraph-OpenSceneGraph-3.4.1/src/osgUtil/ |
H A D | HalfWayMapGenerator.cpp | 17 HalfWayMapGenerator::HalfWayMapGenerator(const osg::Vec3 &light_direction, int texture_size) in HalfWayMapGenerator() argument 19 ldir_(light_direction) in HalfWayMapGenerator()
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H A D | HighlightMapGenerator.cpp | 17 HighlightMapGenerator::HighlightMapGenerator(const osg::Vec3 &light_direction, in HighlightMapGenerator() argument 22 ldir_(light_direction), in HighlightMapGenerator()
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/dports/games/craft/Craft-1.0fbsd/shaders/ |
H A D | block_vertex.glsl | 20 const vec3 light_direction = normalize(vec3(-1.0, 1.0, -1.0)); 27 diffuse = max(0.0, dot(normal, light_direction));
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/dports/graphics/fracplanet/fracplanet-0.5.1/ |
H A D | triangle_mesh_viewer_display.cpp | 151 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()
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/dports/math/p5-Math-MatrixReal/Math-MatrixReal-2.13/example/ |
H A D | openg-and-matrix.pl | 56 my $light_direction = [ -0.57735, -0.57735, -0.57735 ]; 98 GL_FLOAT, map { $_ * -1 } @$light_direction, 0.0);
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/dports/games/ultimatestunts/ultimatestunts-srcdata-0771/graphics/ |
H A D | objectviewer.cpp | 111 GLfloat light_direction[] = {0.0, 0.0, 1.0, 0.0}; in update() local 115 glLightfv(GL_LIGHT0, GL_POSITION, light_direction); in update()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/ |
H A D | workbench_data.c | 115 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()
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/dports/science/drawxtl/DRAWxtl/source/DRAWxtl55/ |
H A D | PixelBuffer.h | 98 GLfloat light_direction[] = { 0.0f, -1.0f, 0.0f }; in fill() local 136 glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction); in fill()
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/materials/scripts/ |
H A D | AdaptivePNTrianglesTessellation.material | 52 param_named_auto g_LightDirection light_direction 0 303 param_named_auto lightDirection light_direction 0
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/scripts/ |
H A D | AdaptivePNTrianglesTessellation.material | 52 param_named_auto g_LightDirection light_direction 0 303 param_named_auto lightDirection light_direction 0
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/dports/graphics/blender/blender-2.91.0/source/blender/blenkernel/ |
H A D | BKE_studiolight.h | 126 float light_direction[3]; member
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/dports/graphics/xfractint/xfractint-20.04p16/common/ |
H A D | line3d.c | 96 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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