/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
D | light_gouraud.glsl | 34 /** 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… [all …]
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D | gouraud.glsl | 59 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; [all …]
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D | phong.glsl | 87 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; [all …]
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D | test.glsl | 89 vec4 diffuse = applyColorDiffuse(g_color); 110 float specOpacity = 1.0; //(1.0 - diffuse.w); 118 …diffuse.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;
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D | mrtscene.frag | 25 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;
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D | mrt.frag | 28 vec4 diffuse = texture(u_diffuseTexture, v_texCoords); 32 vec4 diffuse = v_color; 36 diffuseOut.rgb = diffuse.rgb;
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D | fur.glsl | 71 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));
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
D | default.fragment.glsl | 113 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)); [all …]
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
D | main.fragment.glsl | 124 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; [all …]
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D | pass2.fragment.glsl | 96 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));
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/ |
D | btscene1.g3dj | 759 "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]
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D | invaders.g3dj | 1077 "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],
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/external/skia/src/core/ |
D | SkLightingShader.cpp | 53 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 [all …]
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
D | main.fragment.glsl | 149 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);
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/ |
D | MTLLoader.java | 66 protected ColorRGBA diffuse = new ColorRGBA(); field in MTLLoader 110 diffuse.set(ColorRGBA.LightGray); in resetMaterial() 130 diffuse.a = alpha; in createMaterial() 135 material.setColor("Color", diffuse.clone()); in createMaterial() 142 material.setColor("Diffuse", diffuse.clone()); in createMaterial() 208 diffuse.set(readColor()); in readLine()
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
D | MaterialLoader.java | 63 private ColorRGBA ambient, diffuse, specular, emissive; field in MaterialLoader 216 diffuse = ColorRGBA.White; in readPassStatement() 219 diffuse = readColor(split[1]); in readPassStatement() 363 if(diffuse != null){ in compileMaterial() 364 mat.setColor("Diffuse", diffuse); in compileMaterial() 404 if(diffuse != null){ in compileMaterial() 405 mat.setColor("Color", diffuse); in compileMaterial() 415 diffuse = null; in compileMaterial()
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | Lighting.j3md | 15 // Output alpha from the diffuse map 24 // Use the provided ambient, diffuse, and specular colors 31 // Use minnaert diffuse instead of lambert 37 // Use vertex color as an additional diffuse color. 76 // Color ramp, will map diffuse and specular values through it.
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D | Deferred.j3md | 15 // Use minnaert diffuse instead of lambert 30 // Color ramp, will map diffuse and specular values through it.
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/external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/ |
D | Lighting.glsllib | 44 float diffuse = Lighting_Diffuse(tanNormal, tanLightDir.xyz); 45 outSpecular += specular * lightScale * step(0.01, diffuse) * g_LightColor[i].rgb; 46 outDiffuse += diffuse * lightScale * g_LightColor[i].rgb;
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/external/jmonkeyengine/engine/src/tools/jme3tools/optimize/ |
D | TextureAtlas.java | 144 Texture diffuse = getMaterialTexture(geometry, "DiffuseMap"); in addGeometry() local 147 if (diffuse == null) { in addGeometry() 148 diffuse = getMaterialTexture(geometry, "ColorMap"); in addGeometry() 151 if (diffuse != null && diffuse.getKey() != null) { in addGeometry() 152 String keyName = diffuse.getKey().toString(); in addGeometry() 153 if (!addTexture(diffuse, "DiffuseMap")) { in addGeometry() 157 addTexture(diffuse, "NormalMap", keyName); in addGeometry()
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
D | RenderContext.java | 246 public ColorRGBA diffuse; field in RenderContext 315 ambient = diffuse = specular = color = null; in reset()
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/external/vulkan-validation-layers/libs/glm/detail/ |
D | dummy.cpp | 41 glm::vec4 diffuse; // Dcm member 49 glm::vec4 diffuse; // Dcli
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/ |
D | diffuse_green.g3dj | 8 "diffuse": [ 0, 1, 0],
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D | mirror02.g3dj | 8 "diffuse": [ 0.800000, 0.800000, 0.800000],
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D | mirror01.g3dj | 8 "diffuse": [ 0.800000, 0.800000, 0.800000],
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