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Searched refs:specular (Results 1 - 8 of 8) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2_exporter.cpp1055 exportMaterial.specular.factor = materialDesc.textures[MaterialComponent::TextureIndex::SPECULAR].factor.w; in ExportGltfMaterialSpecular()
1056 exportMaterial.specular.texture.index = in ExportGltfMaterialSpecular()
1058 exportMaterial.specular.color = materialDesc.textures[MaterialComponent::TextureIndex::SPECULAR].factor; in ExportGltfMaterialSpecular()
1059 exportMaterial.specular.colorTexture.index = in ExportGltfMaterialSpecular()
1657 json::value ExportSpecular(const Material::Specular& specular) in ExportSpecular() argument
1660 if (specular.factor != 1.f) { in ExportSpecular()
1661 jsonSpecular["specularFactor"] = specular.factor; in ExportSpecular()
1663 if (specular.texture.index != GLTF_INVALID_INDEX) { in ExportSpecular()
1664 jsonSpecular["specularTexture"] = ExportTextureInfo(specular.texture); in ExportSpecular()
1666 if (specular in ExportSpecular()
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H A Dgltf2_loader.cpp1225 bool ParseKhrMaterialsSpecular(LoadResult& loadResult, const json::value& jsonData, Material::Specular& specular)
1229 if (!ParseOptionalNumber(loadResult, specular.factor, *specularJson, "specularFactor", 1.f)) {
1234 const auto parseSpecularTexture = [&textureInfo = specular.texture](
1235 LoadResult& loadResult, const json::value& specular) -> bool {
1236 return ParseTextureInfo(loadResult, textureInfo, specular);
1243 if (!ParseOptionalMath(loadResult, specular.color, *specularJson, "specularColorFactor", specular.color)) {
1248 const auto parseSpecularColorTexture = [&textureInfo = specular.colorTexture](
1249 LoadResult& loadResult, const json::value& specular) -> bool {
1250 return ParseTextureInfo(loadResult, textureInfo, specular);
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H A Dgltf2_importer.cpp1091 if (material.specular.colorTexture == image) { in SpecularColorFlags()
1100 if (material.specular.texture == image) { in SpecularStrengthFlags()
1624 Math::Vec4(gltfMaterial.specular.color, gltfMaterial.specular.factor); in FillSpecular()
1625 if (gltfMaterial.specular.texture.index != GLTF2::GLTF_INVALID_INDEX && in FillSpecular()
1626 gltfMaterial.specular.colorTexture.index == GLTF2::GLTF_INVALID_INDEX) { in FillSpecular()
1628 gltfMaterial.specular.texture, importResult, data, em, desc, MaterialComponent::TextureIndex::SPECULAR); in FillSpecular()
1629 } else if (gltfMaterial.specular.texture.index == GLTF2::GLTF_INVALID_INDEX && in FillSpecular()
1630 gltfMaterial.specular.colorTexture.index != GLTF2::GLTF_INVALID_INDEX) { in FillSpecular()
1631 FillTextureParams(gltfMaterial.specular in FillSpecular()
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H A Dgltf2_data_structures.h525 // The specular RGB color of the material. This value is linear.
533 // The specular-glossiness texture is RGBA texture, containing the specular color of the material (RGB
554 // The specular reflection strength.
556 // The specular reflection strength texture, stored in the alpha channel.
558 // The specular color in linear space.
560 // The specular color texture. The values are in sRGB space.
562 } specular; member
797 // The dimension (in pixels) of the first specular mip. This is needed to determine, pre-load, the total number of
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/
H A Dcube_demo.js43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/
H A Dcube2_demo.js43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h213 CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material, CORE_RELAXEDP vec4 specular) in CalcBRDFSpecular()
221 // tint by specular color and multiply by strength: in CalcBRDFSpecular()
222 bd.f0.xyz = min(bd.f0.xyz * specular.rgb, vec3(1.0)) * specular.a; in CalcBRDFSpecular()
229 bd.f0.w = mix(specular.a, 1.0, metallic); // f90 in CalcBRDFSpecular()
212 CalcBRDFSpecular( CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material, CORE_RELAXEDP vec4 specular) CalcBRDFSpecular() argument
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/
H A Dmaterial_component_manager.cpp374 DECL_NAMED_PROPERTY2(specular, textures[MaterialComponent::TextureIndex::SPECULAR], "Specular", 0)

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