/dports/graphics/jogamp-jogl/jogl/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/ |
H A D | gears.fp | 22 // const vec4 matSpecular = vec4(0.0, 0.0, 0.0, 1.0); // orig default 23 const vec4 matSpecular = vec4(0.8, 0.8, 0.8, 1.0); 44 specular += color * pow(NdotHV, matShininess) * attenuation * matSpecular;
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/dports/science/elmerfem/elmerfem-release-9.0/ElmerGUI/Application/src/ |
H A D | glcontrol.cpp | 138 matSpecular = (GLfloat)matSpecularValue / (GLfloat)matSpecularMaximum; in okButtonClicked() 172 mat_specular[0] = matSpecular; in okButtonClicked() 173 mat_specular[1] = matSpecular; in okButtonClicked() 174 mat_specular[2] = matSpecular; in okButtonClicked()
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H A D | glcontrol.h | 68 GLfloat matSpecular; variable
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/dports/astro/celestia-gtk/celestia-1.6.1/src/celengine/ |
H A D | 3dsmesh.cpp | 133 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; in render() local 135 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render() 140 float matSpecular[4] = { specular.red(), specular.green(), in render() local 142 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render() 170 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; in render() local 172 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render()
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H A D | rendcontext.cpp | 282 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; in makeCurrent() local 284 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in makeCurrent() 290 float matSpecular[4] = { m.specular.red(), in makeCurrent() local 294 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in makeCurrent()
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/dports/astro/celestia/celestia-1.6.1/src/celengine/ |
H A D | 3dsmesh.cpp | 133 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; in render() local 135 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render() 140 float matSpecular[4] = { specular.red(), specular.green(), in render() local 142 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render() 170 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; in render() local 172 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in render()
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H A D | rendcontext.cpp | 282 float matSpecular[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; in makeCurrent() local 284 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in makeCurrent() 290 float matSpecular[4] = { m.specular.red(), in makeCurrent() local 294 glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); in makeCurrent()
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/glmark2/src/data/shaders/ |
H A D | light-phong.frag | 10 const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 19 vec4 specular = (lightSpecular * matSpecular);
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H A D | ideas-logo.frag | 24 vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 31 vec4 specular = (lightSpecular * matSpecular);
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H A D | ideas-lamp-lit.frag | 49 vec4 matSpecular = vec4(0.5, 0.5, 0.5, 1.0); 66 …gl_FragColor = (matSpecular * specularSum) + (matAmbient * ambientSum) + (matDiffuse * diffuseSum);
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H A D | light-refract.frag | 12 const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 43 vec4 specular = (lightSpecular * matSpecular);
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/dports/benchmarks/glmark2/glmark2-2021.12/data/shaders/ |
H A D | light-phong.frag | 10 const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 19 vec4 specular = (lightSpecular * matSpecular);
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H A D | ideas-logo.frag | 24 vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 31 vec4 specular = (lightSpecular * matSpecular);
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H A D | ideas-lamp-lit.frag | 49 vec4 matSpecular = vec4(0.5, 0.5, 0.5, 1.0); 66 …gl_FragColor = (matSpecular * specularSum) + (matAmbient * ambientSum) + (matDiffuse * diffuseSum);
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H A D | light-refract.frag | 12 const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 43 vec4 specular = (lightSpecular * matSpecular);
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/dports/games/flightgear-data/fgdata/Shaders/ |
H A D | mat-anim.vert | 16 varying vec4 diffuse, constantColor, matSpecular; 38 matSpecular = specularColor();
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H A D | mat-anim.frag | 5 varying vec4 diffuse, constantColor, matSpecular; 37 specular.rgb = (matSpecular.rgb
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/dports/benchmarks/vkmark/vkmark-2017.08-24-g53abc4f/data/shaders/ |
H A D | light-phong.frag | 21 const vec4 matSpecular = vec4(1.0, 1.0, 1.0, 1.0); 30 vec4 specular = (lightSpecular * matSpecular);
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/dports/misc/usd/USD-21.11/pxr/imaging/glf/shaders/ |
H A D | simpleLighting.glslfx | 414 vec4 matDiffuse, vec4 matAmbient, vec4 matSpecular, float matShininess) 439 matSpecular.rgb = mix(vec3(1.0), matDiffuse.rgb, metallic); 448 color.rgb += Ks * light.specular * matSpecular.rgb;
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/dports/x11-wm/compiz-plugins-unsupported/compiz-plugins-unsupported-0.8.8/src/cubemodel/ |
H A D | cubemodel.c | 415 static const float matSpecular[] = { 0.6, 0.6, 0.6, 1.0 }; in cubemodelPaintInside() local 498 glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); in cubemodelPaintInside()
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