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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/
Dlight_gouraud.glsl34 /** Apply the directional lights to the diffuse argument using a basic lighting algorithm */
35 void applyDiffuseDirectionalLights(inout vec3 diffuse, const in vec3 normal) {
39 diffuse += u_dirLights[i].color * NdotL;
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…
48 diffuse += u_dirLights[i].color * NdotL;
55 …efine applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseAndSpecula…
57 …#define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseDirectio…
60 #define applyDiffuseDirectionalLights(diffuse, normal) nop()
61 …#define applyDiffuseAndSpecularDirectionalLights(diffuse, specular, viewVec, normal, shininess) no…
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Dgouraud.glsl59 vec4 diffuse = applyColorDiffuse(g_color);
62 gl_FragColor.rgb = diffuse.rgb;
66 gl_FragColor.rgb = (diffuse.rgb * (g_lightAmbient + getShadow() * g_lightDiffuse));
69 gl_FragColor.rgb = (diffuse.rgb * (g_lightAmbient + g_lightDiffuse));
73 gl_FragColor.rgb = getShadow() * (diffuse.rgb * g_lightDiffuse);
75 gl_FragColor.rgb = (diffuse.rgb * g_lightDiffuse);
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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Dphong.glsl87 vec4 diffuse = applyColorDiffuse(g_color);
90 gl_FragColor.rgb = diffuse.rgb;
94 gl_FragColor.rgb = (diffuse.rgb * (g_lightAmbient + getShadow() * g_lightDiffuse));
97 gl_FragColor.rgb = (diffuse.rgb * (g_lightAmbient + g_lightDiffuse));
101 gl_FragColor.rgb = getShadow() * (diffuse.rgb * g_lightDiffuse);
103 gl_FragColor.rgb = (diffuse.rgb * g_lightDiffuse);
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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Dtest.glsl89 vec4 diffuse = applyColorDiffuse(g_color);
110 float specOpacity = 1.0; //(1.0 - diffuse.w);
118diffuse.rgb = saturate(vec3(1.0) - u_reflectionColor.rgb) * diffuse.rgb + environment * u_reflecti…
122 gl_FragColor = vec4(saturate((v_lightCol * diffuse.rgb) * NL), diffuse.w);
123 gl_FragColor.rgb += v_ambientLight * diffuse.rgb;
Dmrtscene.frag25 vec4 diffuse = texture(u_diffuseTexture, v_texCoords);
28 float specular = diffuse.a;
40 vec3 lighting = diffuse.xyz * 0.3; //ambient
68 lighting += (pointdiffuse + pointSpec) * diffuse.xyz;
75 vec3 global = max(dot(normal, globalLightDir), 0.0) * globalLightColor * diffuse.xyz;
Dmrt.frag28 vec4 diffuse = texture(u_diffuseTexture, v_texCoords);
32 vec4 diffuse = v_color;
36 diffuseOut.rgb = diffuse.rgb;
Dfur.glsl71 vec4 diffuse = applyColorDiffuse(g_color);
81 float specOpacity = (1.0 - diffuse.w);
85 gl_FragColor = vec4(v_lightCol * diffuse.rgb * NL, saturate(diffuse.w - v_pass));
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
Ddefault.fragment.glsl113 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
115 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
117 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
119 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
121 vec4 diffuse = u_diffuseColor * v_color;
123 vec4 diffuse = u_diffuseColor;
125 vec4 diffuse = v_color;
127 vec4 diffuse = vec4(1.0);
131 gl_FragColor.rgb = diffuse.rgb;
135 gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + getShadow() * v_lightDiffuse));
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
Dmain.fragment.glsl124 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
126 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
128 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
130 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
132 vec4 diffuse = u_diffuseColor * v_color;
134 vec4 diffuse = u_diffuseColor;
136 vec4 diffuse = v_color;
138 vec4 diffuse = vec4(1.0);
146 vec3 finalColor = diffuse.rgb + specular;
158 tmpColor += diffuse.rgb * u_dirLights[i].color * NdotL;
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Dpass2.fragment.glsl96 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
98 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
100 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
102 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
104 vec4 diffuse = u_diffuseColor * v_color;
106 vec4 diffuse = u_diffuseColor;
108 vec4 diffuse = v_color;
110 vec4 diffuse = vec4(1.0);
176 gl_FragColor.rgb = ((diffuse.rgb * lightDiffuse) + (specular * lightSpecular));
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/
Dbtscene1.g3dj759 "diffuse": [ 1.000000, 0.000000, 0.000000],
764 "diffuse": [ 1.000000, 1.000000, 0.000000]
768 "diffuse": [ 0.500000, 0.500000, 0.500000]
772 "diffuse": [ 0.000000, 0.000000, 1.000000]
Dinvaders.g3dj1077 "diffuse": [ 1.000000, 1.000000, 1.000000],
1088 "diffuse": [ 0.000000, 0.000000, 1.000000]
1092 "diffuse": [ 1.000000, 1.000000, 1.000000],
1103 "diffuse": [ 1.000000, 1.000000, 1.000000],
/external/skia/src/core/
DSkLightingShader.cpp53 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, in SkLightingShaderImpl() argument
58 , fDiffuseMap(diffuse) in SkLightingShaderImpl()
143 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix, in LightingFP() argument
147 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode()) in LightingFP()
149 , fDiffuseTextureAccess(diffuse, diffParams) in LightingFP()
578 SkBitmap diffuse; in CreateProc() local
579 if (!buf.readBitmap(&diffuse)) { in CreateProc()
582 diffuse.setImmutable(); in CreateProc()
615 return new SkLightingShaderImpl(diffuse, normal, lights, SkVector::Make(1.0f, 0.0f), in CreateProc()
704 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal, in Create() argument
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/
Dmain.fragment.glsl149 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
151 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
153 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
155 vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
157 vec4 diffuse = u_diffuseColor * v_color;
159 vec4 diffuse = u_diffuseColor;
161 vec4 diffuse = v_color;
163 vec4 diffuse = vec4(1.0);
270 gl_FragColor.rgb = (diffuse.rgb * lightDiffuse) + (specular * lightSpecular);
/external/vulkan-validation-layers/libs/glm/detail/
Ddummy.cpp41 glm::vec4 diffuse; // Dcm member
49 glm::vec4 diffuse; // Dcli
/external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/
Dmirror02.g3dj8 "diffuse": [ 0.800000, 0.800000, 0.800000],
Ddiffuse_green.g3dj8 "diffuse": [ 0, 1, 0],
Dmirror01.g3dj8 "diffuse": [ 0.800000, 0.800000, 0.800000],
Dplastic01.g3dj8 "diffuse": [ 0.827451, 0.364706, 0.250980],
Dgrass01.g3dj8 "diffuse": [ 1.000000, 1.000000, 1.000000],
Dfur01.g3dj8 "diffuse": [ 1.000000, 1.000000, 1.000000],
Dbadlogic_normal.g3dj8 "diffuse": [ 0.800000, 0.800000, 0.800000],
Dmetal02.g3dj8 "diffuse": [ 0.000000, 0.000000, 0.000000],
Dmetal01.g3dj8 "diffuse": [ 1.000000, 1.000000, 1.000000],
/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
Dd3d11gears.hlsl32 float4 diffuse;
72 return diffuse * diffuse_c + specular * specular_c;

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