/external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/ |
chesterfield.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000], 24 "type": "SPECULAR"
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fur01.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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grass01.g3dj | 9 "specular": [ 0.300000, 0.300000, 0.300000],
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mirror01.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000]
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plastic01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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badlogic_normal.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000],
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brick01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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brick02.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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brick03.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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cloth01.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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cloth02.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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elephant01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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elephant02.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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metal01.g3dj | 10 "specular": [ 0.900000, 0.900000, 0.900000],
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metal02.g3dj | 10 "specular": [ 1.000000, 1.000000, 1.000000],
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moon01.g3dj | 9 "specular": [ 0.500000, 0.500000, 0.500000],
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stone01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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stone02.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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wood01.g3dj | 9 "specular": [ 0.900000, 0.900000, 0.900000],
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/development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/ |
ShaderPlain.fsh | 19 mediump float specular = pow(NdotH, fPower); 21 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
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ShaderPlainES3.fsh | 17 mediump float specular = pow(NdotH, fPower); 19 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
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/frameworks/base/graphics/java/android/graphics/ |
EmbossMaskFilter.java | 25 * @param specular coefficient for specular highlights (e.g. 8) 29 public EmbossMaskFilter(float[] direction, float ambient, float specular, float blurRadius) { 33 native_instance = nativeConstructor(direction, ambient, specular, blurRadius); 36 private static native long nativeConstructor(float[] direction, float ambient, float specular, float blurRadius);
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
mrt.frag | 29 vec4 specular = texture(u_specularTexture, v_texCoords); 33 vec4 specular = vec4(1.0); 37 diffuseOut.a = specular.r;
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light_gouraud.glsl | 43 /** Apply the directional lights to both the diffuse and specular arguments using a basic lighting algorithm */ 44 void applyDiffuseAndSpecularDirectionalLights(inout vec3 diffuse, inout vec3 specular, const in vec3 viewVec, const in vec3 normal, const in float shininess) { 49 specular += u_dirLights[i].color * NdotL * gouraudSpecularComponent(normal, lightDir, viewVec, shininess); 51 //specular += u_dirLights[i].color * clamp(NdotL * pow(halfDotView, shininess), 0.0, 1.0); 55 #define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseAndSpecularDirectionalLights(diffuse, specular, viewVec, normal, shininess) 57 #define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) applyDiffuseDirectionalLights(diffuse, normal) 61 #define applyDiffuseAndSpecularDirectionalLights(diffuse, specular, viewVec, normal, shininess) nop() 62 #define applyDirectionalLights(diffuse, specular, viewVec, normal, shininess) nop() 91 void applyDiffuseAndSpecularPointLights(inout vec3 diffuse, inout vec3 specular, const in vec3 pos, const in vec3 viewVec, const in vec3 normal, const in float shininess) [all...] |
/development/ndk/platforms/android-17/samples/Teapot/assets/Shaders/ |
ShaderPlain.fsh | 26 mediump float specular = pow(NdotH, fPower); 28 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
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