Searched refs:specular (Results 1 - 8 of 8) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | gltf2_exporter.cpp | 1055 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() [all...] |
H A D | gltf2_loader.cpp | 1225 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); [all...] |
H A D | gltf2_importer.cpp | 1091 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() [all...] |
H A D | gltf2_data_structures.h | 525 // 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
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/ |
H A D | cube_demo.js | 43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/ |
H A D | cube2_demo.js | 43 vec3 specular=vec3(1.0,1.0,1.0) * pow( max(0.0,dot(a_Normal.xyz,h)), 64.0 );
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_lighting_common.h | 213 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
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/ |
H A D | material_component_manager.cpp | 374 DECL_NAMED_PROPERTY2(specular, textures[MaterialComponent::TextureIndex::SPECULAR], "Specular", 0)
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