/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
D | light_gouraud.glsl | 43 …/** Apply the directional lights to both the diffuse and specular arguments using a basic lighting… 44 …void applyDiffuseAndSpecularDirectionalLights(inout vec3 diffuse, inout vec3 specular, const in ve… 49 …specular += u_dirLights[i].color * NdotL * gouraudSpecularComponent(normal, lightDir, viewVec, shi… 51 //specular += u_dirLights[i].color * clamp(NdotL * pow(halfDotView, shininess), 0.0, 1.0); 55 …yDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseAndSpecularDirection… 57 …#define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseDirectio… 61 …#define applyDiffuseAndSpecularDirectionalLights(diffuse, specular, viewVec, normal, shininess) no… 62 #define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) nop() 91 …void applyDiffuseAndSpecularPointLights(inout vec3 diffuse, inout vec3 specular, const in vec3 pos… 100 …specular += u_pointLights[i].color * clamp(NdotL * pow(halfDotView, shininess) * falloff, 0.0, 2.0… [all …]
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D | gouraud.glsl | 79 vec3 specular = applyColorSpecular(g_lightSpecular); 83 gl_FragColor.rgb = (diffuse.rgb * (getShadow() * g_lightDiffuse + g_lightAmbient)) + specular; 86 gl_FragColor.rgb = (diffuse.rgb * (g_lightDiffuse + g_LightAmbient)) + specular; 90 gl_FragColor.rgb = getShadow() * ((diffuse.rgb * g_lightDiffuse) + specular); 92 gl_FragColor.rgb = (diffuse.rgb * g_lightDiffuse) + specular;
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D | phong.glsl | 107 vec3 specular = applyColorSpecular(g_lightSpecular); 111 gl_FragColor.rgb = (diffuse.rgb * (getShadow() * g_lightDiffuse + g_lightAmbient)) + specular; 114 gl_FragColor.rgb = (diffuse.rgb * (g_lightDiffuse + g_LightAmbient)) + specular; 118 gl_FragColor.rgb = getShadow() * ((diffuse.rgb * g_lightDiffuse) + specular); 120 gl_FragColor.rgb = (diffuse.rgb * g_lightDiffuse) + specular;
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D | mrt.frag | 29 vec4 specular = texture(u_specularTexture, v_texCoords); 33 vec4 specular = vec4(1.0); 37 diffuseOut.a = specular.r;
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D | mrtscene.frag | 28 float specular = diffuse.a; 77 //specular 80 vec3 specularglobal = globalLightColor * spec * specular;
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D | test.glsl | 90 vec3 specular = fetchColorSpecular(); 116 specular *= environment; 124 gl_FragColor.rgb += (selfShadow * spec) * specular;
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D | fur.glsl | 72 vec3 specular = fetchColorSpecular(); 86 gl_FragColor.rgb += selfShadow * specular * (1.0 - v_pass) * spec;
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
D | default.fragment.glsl | 149 …vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * u_specularColor.rgb * v_lightSpec… 151 vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * v_lightSpecular; 153 vec3 specular = u_specularColor.rgb * v_lightSpecular; 155 vec3 specular = v_lightSpecular; 160 gl_FragColor.rgb = (diffuse.rgb * (getShadow() * v_lightDiffuse + v_ambientLight)) + specular; 163 gl_FragColor.rgb = (diffuse.rgb * (v_lightDiffuse + v_ambientLight)) + specular; 167 gl_FragColor.rgb = getShadow() * ((diffuse.rgb * v_lightDiffuse) + specular); 169 gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + specular;
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
D | main.fragment.glsl | 118 vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb; 120 vec3 specular = vec3(0.0); 146 vec3 finalColor = diffuse.rgb + specular; 163 …tmpColor += specular* u_dirLights[i].color * clamp(NdotL * pow(halfDotView, u_shininess), 0.0, 2.0… 193 …tmpColor += specular * u_spotLights[i].color * clamp(NdotL * pow(halfDotView, u_shininess) * fallo… 219 …tmpColor += specular * u_pointLights[i].color * clamp(NdotL * pow(halfDotView, u_shininess) * fall…
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D | pass2.fragment.glsl | 90 vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb; 92 vec3 specular = vec3(0.0); 176 gl_FragColor.rgb = ((diffuse.rgb * lightDiffuse) + (specular * lightSpecular));
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/external/skia/src/effects/ |
D | SkEmbossMaskFilter.cpp | 30 SkScalar ambient, SkScalar specular, in CreateEmboss() argument 33 direction, ambient, specular); in CreateEmboss() 37 SkScalar ambient, SkScalar specular) { in CreateEmboss() argument 46 int sp = pin2byte(SkScalarToFixed(specular) >> 12); in CreateEmboss()
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D | SkEmbossMask.cpp | 86 int specular = light.fSpecular; in Emboss() local 145 for (int i = specular >> 4; i > 0; --i) { in Emboss()
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/external/mesa3d/src/mesa/tnl_dd/ |
D | t_dd_vb.c | 134 dst->attrib[FRAG_ATTRIB_COL1][0] = UBYTE_TO_FLOAT(src->v.specular.red); in TAG() 135 dst->attrib[FRAG_ATTRIB_COL1][1] = UBYTE_TO_FLOAT(src->v.specular.green); in TAG() 136 dst->attrib[FRAG_ATTRIB_COL1][2] = UBYTE_TO_FLOAT(src->v.specular.blue); in TAG() 138 dst->attrib[FRAG_ATTRIB_FOGC][0] = UBYTE_TO_FLOAT(src->v.specular.alpha); in TAG() 221 v->v.specular.red, in TAG() 222 v->v.specular.green, in TAG() 223 v->v.specular.blue, in TAG() 224 v->v.specular.alpha); in TAG()
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D | t_dd_vertex.h | 55 TAG(_color_t) specular; 64 TAG(_color_t) specular;
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/external/skia/include/effects/ |
D | SkBlurMaskFilter.h | 51 SkScalar ambient, SkScalar specular); 55 SkScalar ambient, SkScalar specular,
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/external/vulkan-validation-layers/libs/glm/detail/ |
D | dummy.cpp | 42 glm::vec4 specular; // Scm member 50 glm::vec4 specular; // Scli
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/ |
D | mirror01.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000]
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D | plastic01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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D | grass01.g3dj | 9 "specular": [ 0.300000, 0.300000, 0.300000],
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D | fur01.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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D | badlogic_normal.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000],
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D | metal02.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000],
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D | metal01.g3dj | 10 "specular": [ 0.900000, 0.900000, 0.900000],
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D | cloth01.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/ |
D | d3d11gears.hlsl | 33 float4 specular; 72 return diffuse * diffuse_c + specular * specular_c;
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