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Searched refs:specularFactor (Results 1 – 25 of 43) sorted by relevance

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/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/GLSL/
H A DPBR.glsl60 vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
61 return diffuseFactor + specularFactor;
109 vec3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
110 return diffuseFactor + specularFactor;
131 vec3 specularFactor = vec3(0.0, 0.0, 0.0);
138specularFactor = TubeLight(worldPos, lightVec, normal, toCamera, roughness, specColor, diffColor, …
139 specularFactor *= ndl;
144 specularFactor *= ndl;
153 specularFactor = fresnelTerm * distTerm * visTerm / M_PI;
154 return diffuseFactor + specularFactor;
[all …]
/dports/games/spring/spring_98.0/cont/base/springcontent/shaders/GLSL/
H A DterrainFragmentShader.glsl64 float specularFactor = pow(max(0.0, dot(R, tsEyeDir)), specularExponent);
69 specularFactor *= shadow.x;
72 vec4 spec = gl_LightSource[0].specular * specularFactor * diffuse.a;
87 float specularFactor = pow(max(0.0, dot(R, wsEyeDir)), specularExponent);
92 specularFactor *= shadow.x;
95 vec4 spec = gl_LightSource[0].specular * specularFactor * diffuse.a;
/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/HLSL/
H A DPBR.hlsl60 float3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
61 return diffuseFactor + specularFactor;
110 float3 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
111 return diffuseFactor + specularFactor;
133 float3 specularFactor = 0;
153 specularFactor = distTerm * visTerm * fresnelTerm * ndl/ M_PI;
154 return diffuseFactor + specularFactor;
159 return diffuseFactor + specularFactor;
/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/Media/volumeTerrain/
H A DtriplanarReferencePS.cg11 float specularFactor,
41 …return attenuation * spot * (lightDiffuse * lighting.y + specularFactor * lightSpecular * lighting…
135 float specularFactor = textColour.a;
137 float specularFactor = 1.0;
152 …lightContribution += doLighting(position, normal2, eyeDir2, exponent, specularFactor, lightDir02, …
165 …lightContribution += doLighting(position, normal2, eyeDir2, exponent, specularFactor, lightDir12, …
178 …lightContribution += doLighting(position, normal2, eyeDir2, exponent, specularFactor, lightDir22, …
H A DtriplanarReferencePS.glsl71 float specularFactor,
101 …return attenuation * spot * (lightDiffuse * lighting.y + specularFactor * lightSpecular * lighting…
147 float specularFactor = textColour.a;
149 float specularFactor = 1.0;
164 …lightContribution += doLighting(oPos, normal2, eyeDir2, exponent, specularFactor, lightDir02, ligh…
177 …lightContribution += doLighting(oPos, normal2, eyeDir2, exponent, specularFactor, lightDir12, ligh…
190 …lightContribution += doLighting(oPos, normal2, eyeDir2, exponent, specularFactor, lightDir22, ligh…
/dports/games/0ad/0ad-0.0.23b-alpha/libraries/source/fcollada/src/FCollada/FCDocument/
H A DFCDEffectStandard.h145 DeclareParameterRef(FCDEffectParameterFloat, specularFactor, FC("Specular Factor"));
427 inline float& GetSpecularFactor() { return specularFactor->GetValue(); } in GetSpecularFactor()
428 …inline const float& GetSpecularFactor() const { return specularFactor->GetValue(); } /**< See abov… in GetSpecularFactor()
435 inline FCDEffectParameterFloat* GetSpecularFactorParam() { return specularFactor; } in GetSpecularFactorParam()
436 …inline const FCDEffectParameterFloat* GetSpecularFactorParam() const { return specularFactor; } /*… in GetSpecularFactorParam()
440 inline void SetSpecularFactor(float factor) { specularFactor->SetValue(factor); SetDirtyFlag(); } in SetSpecularFactor()
H A DFCDEffectStandard.cpp52 ImplementParameterObject(FCDEffectStandard, FCDEffectParameterFloat, specularFactor, new FCDEffectP…
97 , InitializeParameterNoArg(specularFactor) in FCDEffectStandard()
134 specularFactor = new FCDEffectParameterFloat(GetDocument()); in FCDEffectStandard()
135 specularFactor->SetValue(1.0f); in FCDEffectStandard()
136 specularFactor->SetConstant(); in FCDEffectStandard()
268 CLONE_ANIMATED(specularColor); CLONE_ANIMATED(specularFactor); CLONE_ANIMATED(shininess); in Clone()
348 return specularFactor; in GetParam()
/dports/games/0ad/0ad-0.0.23b-alpha/libraries/source/fcollada/include/FCDocument/
H A DFCDEffectStandard.h145 DeclareParameterRef(FCDEffectParameterFloat, specularFactor, FC("Specular Factor"));
427 inline float& GetSpecularFactor() { return specularFactor->GetValue(); } in GetSpecularFactor()
428 …inline const float& GetSpecularFactor() const { return specularFactor->GetValue(); } /**< See abov… in GetSpecularFactor()
435 inline FCDEffectParameterFloat* GetSpecularFactorParam() { return specularFactor; } in GetSpecularFactorParam()
436 …inline const FCDEffectParameterFloat* GetSpecularFactorParam() const { return specularFactor; } /*… in GetSpecularFactorParam()
440 inline void SetSpecularFactor(float factor) { specularFactor->SetValue(factor); SetDirtyFlag(); } in SetSpecularFactor()
/dports/graphics/magnum-plugins/magnum-plugins-2019.10/src/MagnumPlugins/TinyGltfImporter/Test/
H A Dmaterial-specularglossiness.gltf29 "specularFactor": [
49 "specularFactor": [
H A Dmaterial-blinnphong.gltf30 "specularFactor": [
51 "specularFactor": [
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/gl3/
H A Dmetalrough.inc.frag206 vec3 specularFactor = vec3(0.0);
208 specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
209 specularFactor *= normalDistribution(n, h, alpha);
212 vec3 specular = specularColor * specularFactor;
250 vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);
273 vec3 specular = specularSkyColor * specularFactor;
276 vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/rhi/
H A Dmetalrough.inc.frag210 vec3 specularFactor = vec3(0.0);
212 specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
213 specularFactor *= normalDistribution(n, h, alpha);
216 vec3 specular = specularColor * specularFactor;
254 vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);
277 vec3 specular = specularSkyColor * specularFactor;
280 vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/es3/
H A Dmetalrough.inc.frag210 FP vec3 specularFactor = vec3(0.0);
212 specularFactor = specularModel(F0, sDotH, sDotN, vDotN, n, h);
213 specularFactor *= normalDistribution(n, h, alpha);
216 FP vec3 specular = specularColor * specularFactor;
254 FP vec3 specularFactor = specularModel(F0, lDotH, lDotN, vDotN, n, h);
277 FP vec3 specular = specularSkyColor * specularFactor;
280 FP vec3 color = specular + diffuse * (vec3(1.0) - specularFactor);
/dports/games/spring/spring_98.0/cont/base/maphelper/maphelper/
H A Dmapdefaults.lua56 specularFactor = 20,
/dports/multimedia/assimp/assimp-5.1.3/test/models/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/
H A DBoxTextured.gltf136 "specularFactor": [
/dports/graphics/wdune/wdune-1.926/src/
H A DNodeCommonSurfaceShader.h98 FieldIndex specularFactor; variable
177 fieldMacros(SFVec3f, specularFactor, ProtoCommonSurfaceShader)
H A DNodeCommonSurfaceShader.cpp306 specularFactor.set( in ProtoCommonSurfaceShader()
308 setFieldFlags(specularFactor, FF_X3DOM_ONLY); in ProtoCommonSurfaceShader()
/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/angle/doc/
H A DCompilingTranslatorWithEmscripten.md37 uniform float specularFactor;
63 specular * litR.z * specularFactor * normalSpec.a)).rgb,
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/doc/
H A DCompilingTranslatorWithEmscripten.md37 uniform float specularFactor;
63 specular * litR.z * specularFactor * normalSpec.a)).rgb,
/dports/games/spring/spring_98.0/cont/base/springcontent/mapgenerator/
H A Dmapinfo_template.lua171 specularFactor = 1.0,
/dports/lang/squeak/Squeak-4.10.2.2614-src/unix/src/plugins/Squeak3D/
H A DSqueak3D.c2287 double specularFactor; in shadeVertex() local
2396 specularFactor = pow(cosAngle,(primMaterial[MaterialShininess])); in shadeVertex()
2399 specularFactor = 1.0; in shadeVertex()
2401 specularFactor = pow(cosAngle,(primMaterial[MaterialShininess])); in shadeVertex()
2406 rPart2 = ((vtxInColor[0]) * ((primLight + SpecularPart)[0])) * specularFactor; in shadeVertex()
2407 gPart2 = ((vtxInColor[1]) * ((primLight + SpecularPart)[1])) * specularFactor; in shadeVertex()
2408 bPart2 = ((vtxInColor[2]) * ((primLight + SpecularPart)[2])) * specularFactor; in shadeVertex()
2409 aPart2 = ((vtxInColor[3]) * ((primLight + SpecularPart)[3])) * specularFactor; in shadeVertex()
2411 … rPart2 = (((primMaterial + SpecularPart)[0]) * ((primLight + SpecularPart)[0])) * specularFactor; in shadeVertex()
2412 … gPart2 = (((primMaterial + SpecularPart)[1]) * ((primLight + SpecularPart)[1])) * specularFactor; in shadeVertex()
[all …]
/dports/science/jmol/jmol-14.32.7/src/org/jmol/util/
H A DShader.java106 float specularFactor = specularPercent / 100f; field in Shader
354 intensity += k_specular * specularFactor; in getShadeF()
/dports/games/spring/spring_98.0/rts/Map/
H A DMapInfo.h151 float specularFactor; member
/dports/games/spring/spring_98.0/rts/Lua/
H A DLuaConstGame.cpp106 LuaPushNamedNumber(L, "waterSpecularFactor", mapInfo->water.specularFactor); in PushEntries()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DglTF2AssetWriter.inl320 …WriteVec(pbrSpecularGlossiness, pbrSG.specularFactor, "specularFactor", defaultSpecularFactor, w.m…

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