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Searched refs:LdotH (Results 1 – 7 of 7) sorted by relevance

/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/closure/
H A Dbsdf_principled_diffuse.h47 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()
H A Dbsdf_principled_sheen.h58 float LdotH = dot(L, H); in calculate_principled_sheen_brdf() local
60 float value = schlick_fresnel(LdotH) * NdotL; in calculate_principled_sheen_brdf()
/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/GLSL/
H A DBRDF.glsl24 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);
/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/HLSL/
H A DBRDF.hlsl24 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);
/dports/graphics/nanort/nanort-b1feea8/examples/pbr_surface/
H A Dpbr_maths.hh260 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()
/dports/graphics/wings/wings-8d019ebe48/shaders/
H A Dlib_base.glsl24 float LdotH; // cos angle between light direction and half vector
51 pbr.LdotH = clamp(dot(Light, Half), 0.0, 1.0);
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/PBR/
H A Dpbr-frag.glsl87 float LdotH; // cos angle between light direction and half vector
270 float LdotH = clamp(dot(l, h), 0.0, 1.0);
277 LdotH,