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/third_party/skia/third_party/externals/opengl-registry/extensions/APPLE/
DAPPLE_specular_vector.txt25 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.
/third_party/openGLES/extensions/APPLE/
DAPPLE_specular_vector.txt25 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.
/third_party/skia/third_party/externals/opengl-registry/extensions/WIN/
DWIN_specular_fog.txt28 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
/third_party/openGLES/extensions/WIN/
DWIN_specular_fog.txt28 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
/third_party/mesa3d/src/mesa/tnl_dd/
Dt_dd_vertex.h55 TAG(_color_t) specular;
64 TAG(_color_t) specular;
/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/
DSGIX_fragment_specular_lighting.txt31 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 …]
DSGIX_nonlinear_lighting_pervertex.txt31 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
DSGIX_cube_map.txt50 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)
/third_party/openGLES/extensions/SGIX/
DSGIX_fragment_specular_lighting.txt31 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 …]
DSGIX_nonlinear_lighting_pervertex.txt31 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
DSGIX_cube_map.txt50 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)
/third_party/flutter/skia/src/effects/
DSkEmbossMask.cpp51 int specular = light.fSpecular; in Emboss() local
101 for (int i = specular >> 4; i > 0; --i) { in Emboss()
DSkEmbossMaskFilter.cpp42 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument
54 light.fSpecular = static_cast<U8CPU>(SkScalarPin(specular, 0, 16) * kSpecularMultiplier + 0.5); in MakeEmboss()
/third_party/skia/src/effects/
DSkEmbossMask.cpp51 int specular = light.fSpecular; in Emboss() local
101 for (int i = specular >> 4; i > 0; --i) { in Emboss()
DSkEmbossMaskFilter.cpp43 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument
55 light.fSpecular = static_cast<U8CPU>(SkTPin(specular, 0.0f, 16.0f) * kSpecularMultiplier + 0.5); in MakeEmboss()
/third_party/skia/third_party/externals/swiftshader/src/Shader/
DPixelPipeline.hpp26 …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 &current, Vector4s &specular);
/third_party/skia/include/effects/
DSkBlurMaskFilter.h31 SkScalar ambient, SkScalar specular);
/third_party/flutter/skia/include/effects/
DSkBlurMaskFilter.h31 SkScalar ambient, SkScalar specular);
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/
DLightsTest.cpp252 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()
/third_party/flutter/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/
DLightsTest.cpp252 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()
/third_party/mesa3d/src/mesa/swrast/
Ds_lines.c227 GLboolean specular = (ctx->Fog.ColorSumEnabled || in _swrast_choose_line() local
240 || specular) { in _swrast_choose_line()
/third_party/skia/third_party/externals/opengl-registry/extensions/HP/
DHP_texture_lighting.txt29 that color originating from specular lighting be added to
134 texturing is enabled, then the separate specular lighting
/third_party/openGLES/extensions/HP/
DHP_texture_lighting.txt29 that color originating from specular lighting be added to
134 texturing is enabled, then the separate specular lighting
/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/
DGLES1State.h45 ColorF specular; member
66 ColorF specular = {0.0f, 0.0f, 0.0f, 1.0f}; member
/third_party/openGLES/extensions/EXT/
DEXT_separate_specular_color.txt24 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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