/dports/graphics/urho3d/Urho3D-1.7.1/bin/CoreData/Shaders/GLSL/ |
H A D | PBR.glsl | 60 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); 138 …specularFactor = 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 D | terrainFragmentShader.glsl | 64 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 D | PBR.hlsl | 60 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 D | triplanarReferencePS.cg | 11 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 D | triplanarReferencePS.glsl | 71 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 D | FCDEffectStandard.h | 145 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 D | FCDEffectStandard.cpp | 52 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 D | FCDEffectStandard.h | 145 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 D | material-specularglossiness.gltf | 29 "specularFactor": [ 49 "specularFactor": [
|
H A D | material-blinnphong.gltf | 30 "specularFactor": [ 51 "specularFactor": [
|
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/extras/shaders/gl3/ |
H A D | metalrough.inc.frag | 206 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 D | metalrough.inc.frag | 210 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 D | metalrough.inc.frag | 210 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 D | mapdefaults.lua | 56 specularFactor = 20,
|
/dports/multimedia/assimp/assimp-5.1.3/test/models/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/ |
H A D | BoxTextured.gltf | 136 "specularFactor": [
|
/dports/graphics/wdune/wdune-1.926/src/ |
H A D | NodeCommonSurfaceShader.h | 98 FieldIndex specularFactor; variable 177 fieldMacros(SFVec3f, specularFactor, ProtoCommonSurfaceShader)
|
H A D | NodeCommonSurfaceShader.cpp | 306 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 D | CompilingTranslatorWithEmscripten.md | 37 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 D | CompilingTranslatorWithEmscripten.md | 37 uniform float specularFactor; 63 specular * litR.z * specularFactor * normalSpec.a)).rgb,
|
/dports/games/spring/spring_98.0/cont/base/springcontent/mapgenerator/ |
H A D | mapinfo_template.lua | 171 specularFactor = 1.0,
|
/dports/lang/squeak/Squeak-4.10.2.2614-src/unix/src/plugins/Squeak3D/ |
H A D | Squeak3D.c | 2287 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 D | Shader.java | 106 float specularFactor = specularPercent / 100f; field in Shader 354 intensity += k_specular * specularFactor; in getShadeF()
|
/dports/games/spring/spring_98.0/rts/Map/ |
H A D | MapInfo.h | 151 float specularFactor; member
|
/dports/games/spring/spring_98.0/rts/Lua/ |
H A D | LuaConstGame.cpp | 106 LuaPushNamedNumber(L, "waterSpecularFactor", mapInfo->water.specularFactor); in PushEntries()
|
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | glTF2AssetWriter.inl | 320 …WriteVec(pbrSpecularGlossiness, pbrSG.specularFactor, "specularFactor", defaultSpecularFactor, w.m…
|