/third_party/skia/third_party/externals/opengl-registry/extensions/APPLE/ |
D | APPLE_specular_vector.txt | 25 An alternative specular lighting model is enabled by passing 27 to LightModel, and TRUE as the <param> parameter. The specular 28 vector lighting model calculates the specular intensity as the 34 Mathematically, the specular component s.n in the existing 42 LIGHT_MODEL_LOCAL_VIEWER is false), the specular component is 49 sources) operate normally. The specular vector lighting model 70 "S_bs boolean FALSE use specular vector lighting model" 73 h_i terms in the specular component, as described above.
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/third_party/openGLES/extensions/APPLE/ |
D | APPLE_specular_vector.txt | 25 An alternative specular lighting model is enabled by passing 27 to LightModel, and TRUE as the <param> parameter. The specular 28 vector lighting model calculates the specular intensity as the 34 Mathematically, the specular component s.n in the existing 42 LIGHT_MODEL_LOCAL_VIEWER is false), the specular component is 49 sources) operate normally. The specular vector lighting model 70 "S_bs boolean FALSE use specular vector lighting model" 73 h_i terms in the specular component, as described above.
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/third_party/skia/third_party/externals/opengl-registry/extensions/WIN/ |
D | WIN_specular_fog.txt | 28 somehow an additional interpolant (specular color of that material) needs 46 desired specular color. 60 3) One limitation is that the FOG_COLOR is used as the specular-highlight 96 specular color factor computed in the lighting stage, to be applied after 110 represents the specular highlight color for the fragment, is computed 117 associated with the vertex. This value represents the specular color of 118 the vertex. This value is used by the fog sub-system to add a specular 121 texturing resulting in a complete loss of specular highlights." 163 (which is also the specular highlight color) with a rasterized fragment's 179 coordinates, f' is the specular color factor computed in equation 2.6
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/third_party/openGLES/extensions/WIN/ |
D | WIN_specular_fog.txt | 28 somehow an additional interpolant (specular color of that material) needs 46 desired specular color. 60 3) One limitation is that the FOG_COLOR is used as the specular-highlight 96 specular color factor computed in the lighting stage, to be applied after 110 represents the specular highlight color for the fragment, is computed 117 associated with the vertex. This value represents the specular color of 118 the vertex. This value is used by the fog sub-system to add a specular 121 texturing resulting in a complete loss of specular highlights." 163 (which is also the specular highlight color) with a rasterized fragment's 179 coordinates, f' is the specular color factor computed in equation 2.6
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/third_party/mesa3d/src/mesa/tnl_dd/ |
D | t_dd_vertex.h | 55 TAG(_color_t) specular; 64 TAG(_color_t) specular;
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/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/ |
D | SGIX_fragment_specular_lighting.txt | 31 provides a mechanism for computing a post-texture specular lighting term. 32 This extension doesn't eliminate the specular term in vertex lighting, but 35 the specular contribution. The more general version is described in 93 specular highlight to a full blown per-pixel lighting computation? 102 * given the relaxation in the requirements for how the specular term is 103 computed, it is possible to support multiple specular lights but much 260 + Sm*Sl_i*(N.H_i)^n specular material*specular light 268 n is the specular exponent (shininess) 270 Subset the equation to the specular term: 279 Equation (3.1) is essentially the same as the specular term of the vertex [all …]
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D | SGIX_nonlinear_lighting_pervertex.txt | 31 this reflectance model replaces diffuse and specular (and ambient?) 43 n = specular exponent (~shininess) 49 (analagous to specular, diffuse, ambient components in the basic 62 ni = specular exponents 68 in place of the per-vertex specular, diffuse lighting. 135 current lighting parameters and using the specular/diffuse 162 srm,j real 1.0 jth specular exponent of material
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D | SGIX_cube_map.txt | 50 by the specular material. 77 reflected environment value by the specular material to the 224 + Sm*Sl_i*(N.H_i)^n specular material*specular light 233 n is the specular exponent (shininess)
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/third_party/openGLES/extensions/SGIX/ |
D | SGIX_fragment_specular_lighting.txt | 31 provides a mechanism for computing a post-texture specular lighting term. 32 This extension doesn't eliminate the specular term in vertex lighting, but 35 the specular contribution. The more general version is described in 93 specular highlight to a full blown per-pixel lighting computation? 102 * given the relaxation in the requirements for how the specular term is 103 computed, it is possible to support multiple specular lights but much 260 + Sm*Sl_i*(N.H_i)^n specular material*specular light 268 n is the specular exponent (shininess) 270 Subset the equation to the specular term: 279 Equation (3.1) is essentially the same as the specular term of the vertex [all …]
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D | SGIX_nonlinear_lighting_pervertex.txt | 31 this reflectance model replaces diffuse and specular (and ambient?) 43 n = specular exponent (~shininess) 49 (analagous to specular, diffuse, ambient components in the basic 62 ni = specular exponents 68 in place of the per-vertex specular, diffuse lighting. 135 current lighting parameters and using the specular/diffuse 162 srm,j real 1.0 jth specular exponent of material
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D | SGIX_cube_map.txt | 50 by the specular material. 77 reflected environment value by the specular material to the 224 + Sm*Sl_i*(N.H_i)^n specular material*specular light 233 n is the specular exponent (shininess)
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/third_party/flutter/skia/src/effects/ |
D | SkEmbossMask.cpp | 51 int specular = light.fSpecular; in Emboss() local 101 for (int i = specular >> 4; i > 0; --i) { in Emboss()
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D | SkEmbossMaskFilter.cpp | 42 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument 54 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5); in MakeEmboss()
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/third_party/skia/src/effects/ |
D | SkEmbossMask.cpp | 51 int specular = light.fSpecular; in Emboss() local 101 for (int i = specular >> 4; i > 0; --i) { in Emboss()
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D | SkEmbossMaskFilter.cpp | 43 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument 55 light.fSpecular = static_cast<U8CPU>(SkTPin(specular, 0.0f, 16.0f) * kSpecularMultiplier + 0.5); in MakeEmboss()
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/third_party/skia/third_party/externals/swiftshader/src/Shader/ |
D | PixelPipeline.hpp | 26 …PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), l… in PixelPipeline() 38 Vector4s &specular; member in sw::PixelPipeline 60 void specularPixel(Vector4s ¤t, Vector4s &specular);
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/third_party/skia/include/effects/ |
D | SkBlurMaskFilter.h | 31 SkScalar ambient, SkScalar specular);
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/third_party/flutter/skia/include/effects/ |
D | SkBlurMaskFilter.h | 31 SkScalar ambient, SkScalar specular);
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/ |
D | LightsTest.cpp | 252 const GLColor32F specular(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(), in TEST_P() local 274 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, &specular.R); in TEST_P() 277 EXPECT_EQ(specular, actualColor); in TEST_P()
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/third_party/flutter/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/ |
D | LightsTest.cpp | 252 const GLColor32F specular(rng.randomFloat(), rng.randomFloat(), rng.randomFloat(), in TEST_P() local 274 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, &specular.R); in TEST_P() 277 EXPECT_EQ(specular, actualColor); in TEST_P()
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/third_party/mesa3d/src/mesa/swrast/ |
D | s_lines.c | 227 GLboolean specular = (ctx->Fog.ColorSumEnabled || in _swrast_choose_line() local 240 || specular) { in _swrast_choose_line()
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/third_party/skia/third_party/externals/opengl-registry/extensions/HP/ |
D | HP_texture_lighting.txt | 29 that color originating from specular lighting be added to 134 texturing is enabled, then the separate specular lighting
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/third_party/openGLES/extensions/HP/ |
D | HP_texture_lighting.txt | 29 that color originating from specular lighting be added to 134 texturing is enabled, then the separate specular lighting
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/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/ |
D | GLES1State.h | 45 ColorF specular; member 66 ColorF specular = {0.0f, 0.0f, 0.0f, 1.0f}; member
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/third_party/openGLES/extensions/EXT/ |
D | EXT_separate_specular_color.txt | 24 enabled. Its purpose is to produce textured objects with specular 42 specular mode, the primary color is the sum of the ambient, diffuse, 44 specular term. 58 terms. Grouping emissive with specular (the "proper" thing) could
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