Searched defs:attenuation (Results 1 – 2 of 2) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 156 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLightingInplace() local 179 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLightingInplace() local
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_lighting_common.h | 402 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 419 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 494 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 510 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 639 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 655 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 762 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 778 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
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