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  /external/libgdx/tests/gdx-tests-android/assets/data/g3d/materials/
chesterfield.g3dj 9 "specular": [ 0.500000, 0.500000, 0.500000],
24 "type": "SPECULAR"
fur01.g3dj 9 "specular": [ 0.500000, 0.500000, 0.500000],
grass01.g3dj 9 "specular": [ 0.300000, 0.300000, 0.300000],
mirror01.g3dj 10 "specular": [ 1.000000, 1.000000, 1.000000]
plastic01.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
badlogic_normal.g3dj 10 "specular": [ 1.000000, 1.000000, 1.000000],
brick01.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
brick02.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
brick03.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
cloth01.g3dj 9 "specular": [ 0.500000, 0.500000, 0.500000],
cloth02.g3dj 9 "specular": [ 0.500000, 0.500000, 0.500000],
elephant01.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
elephant02.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
metal01.g3dj 10 "specular": [ 0.900000, 0.900000, 0.900000],
metal02.g3dj 10 "specular": [ 1.000000, 1.000000, 1.000000],
moon01.g3dj 9 "specular": [ 0.500000, 0.500000, 0.500000],
stone01.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
stone02.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
wood01.g3dj 9 "specular": [ 0.900000, 0.900000, 0.900000],
  /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 );
ShaderPlainES3.fsh 17 mediump float specular = pow(NdotH, fPower);
19 lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
  /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);
  /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;
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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