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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/
Dlight_gouraud.glsl43 …/** 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…
49specular += 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…
100specular += u_pointLights[i].color * clamp(NdotL * pow(halfDotView, shininess) * falloff, 0.0, 2.0…
[all …]
Dgouraud.glsl79 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;
Dphong.glsl107 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;
Dmrt.frag29 vec4 specular = texture(u_specularTexture, v_texCoords);
33 vec4 specular = vec4(1.0);
37 diffuseOut.a = specular.r;
Dmrtscene.frag28 float specular = diffuse.a;
77 //specular
80 vec3 specularglobal = globalLightColor * spec * specular;
Dtest.glsl90 vec3 specular = fetchColorSpecular();
116 specular *= environment;
124 gl_FragColor.rgb += (selfShadow * spec) * specular;
Dfur.glsl72 vec3 specular = fetchColorSpecular();
86 gl_FragColor.rgb += selfShadow * specular * (1.0 - v_pass) * spec;
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
Ddefault.fragment.glsl149 …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;
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
Dmain.fragment.glsl118 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…
Dpass2.fragment.glsl90 vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb;
92 vec3 specular = vec3(0.0);
176 gl_FragColor.rgb = ((diffuse.rgb * lightDiffuse) + (specular * lightSpecular));
/external/skia/src/effects/
DSkEmbossMaskFilter.cpp30 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()
DSkEmbossMask.cpp86 int specular = light.fSpecular; in Emboss() local
145 for (int i = specular >> 4; i > 0; --i) { in Emboss()
/external/mesa3d/src/mesa/tnl_dd/
Dt_dd_vb.c134 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()
Dt_dd_vertex.h55 TAG(_color_t) specular;
64 TAG(_color_t) specular;
/external/skia/include/effects/
DSkBlurMaskFilter.h51 SkScalar ambient, SkScalar specular);
55 SkScalar ambient, SkScalar specular,
/external/vulkan-validation-layers/libs/glm/detail/
Ddummy.cpp42 glm::vec4 specular; // Scm member
50 glm::vec4 specular; // Scli
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/
Dmirror01.g3dj10 "specular": [ 1.000000, 1.000000, 1.000000]
Dplastic01.g3dj9 "specular": [ 0.900000, 0.900000, 0.900000],
Dgrass01.g3dj9 "specular": [ 0.300000, 0.300000, 0.300000],
Dfur01.g3dj9 "specular": [ 0.500000, 0.500000, 0.500000],
Dbadlogic_normal.g3dj10 "specular": [ 1.000000, 1.000000, 1.000000],
Dmetal02.g3dj10 "specular": [ 1.000000, 1.000000, 1.000000],
Dmetal01.g3dj10 "specular": [ 0.900000, 0.900000, 0.900000],
Dcloth01.g3dj9 "specular": [ 0.500000, 0.500000, 0.500000],
/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
Dd3d11gears.hlsl33 float4 specular;
72 return diffuse * diffuse_c + specular * specular_c;

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