Searched refs:LdotH (Results 1 – 7 of 7) sorted by relevance
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/closure/ |
H A D | bsdf_principled_diffuse.h | 47 float LdotH = dot(L, H); in calculate_principled_diffuse_brdf() local 50 const float Fd90 = 0.5f + 2.0f * LdotH * LdotH * bsdf->roughness; in calculate_principled_diffuse_brdf()
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H A D | bsdf_principled_sheen.h | 58 float LdotH = dot(L, H); in calculate_principled_sheen_brdf() local 60 float value = schlick_fresnel(LdotH) * NdotL; in calculate_principled_sheen_brdf()
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/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/GLSL/ |
H A D | BRDF.glsl | 24 vec3 SchlickFresnelCustom(vec3 specular, float LdotH) 31 return specular * (f0 + (1 - f0) * pow(2, (-5.55473 * LdotH - 6.98316) * LdotH)); 37 vec3 Fresnel(vec3 specular, float VdotH, float LdotH) 39 return SchlickFresnelCustom(specular, LdotH);
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/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/HLSL/ |
H A D | BRDF.hlsl | 24 float3 SchlickFresnelCustom(float3 specular, float LdotH) 31 return specular * (f0 + (1 - f0) * pow(2, (-5.55473 * LdotH - 6.98316) * LdotH)); 37 float3 Fresnel(float3 specular, float VdotH, float LdotH) 39 return SchlickFresnelCustom(specular, LdotH);
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/dports/graphics/nanort/nanort-b1feea8/examples/pbr_surface/ |
H A D | pbr_maths.hh | 260 fp_type LdotH; // cos angle between light direction and half vector member 511 fp_type LdotH = clamp(dot(l, h), fp_type(0.0), fp_type(1.0)); in main() local 518 LdotH, in main() 637 2.0f * pbrInputs.LdotH * pbrInputs.LdotH * pbrInputs.alphaRoughness - in diffuse()
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/dports/graphics/wings/wings-8d019ebe48/shaders/ |
H A D | lib_base.glsl | 24 float LdotH; // cos angle between light direction and half vector 51 pbr.LdotH = clamp(dot(Light, Half), 0.0, 1.0);
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/PBR/ |
H A D | pbr-frag.glsl | 87 float LdotH; // cos angle between light direction and half vector 270 float LdotH = clamp(dot(l, h), 0.0, 1.0); 277 LdotH,
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