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Searched refs:CORE3D_PBR_LIGHTING_EPSILON (Results 1 – 6 of 6) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h47 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
48 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
49 const float ccLoH = clamp(dot(L, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
50 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h29 #define CORE3D_PBR_LIGHTING_EPSILON 0.0001 macro
121 const float ccNoV = clamp(dot(ccsv.ccNormal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in AppendIndirectClearcoat()
310 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
311 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
312 const float ccLoH = clamp(dot(L, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
313 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
539 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight()
556 const float at = max(asv.alpha * (1.0 + asv.anisotropy), CORE3D_PBR_LIGHTING_EPSILON); in CalculateLight()
557 const float ab = max(asv.alpha * (1.0 - asv.anisotropy), CORE3D_PBR_LIGHTING_EPSILON); in CalculateLight()
H A D3d_dm_indirect_lighting_common.h28 #define CORE3D_PBR_LIGHTING_EPSILON 0.0001 macro
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fw_reflection_plane.frag126 const float NoV = clamp(dot(N, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);
H A Dcore3d_dm_fullscreen_deferred_shading.frag261 const float NoV = clamp(dot(fd.normal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);
H A Dcore3d_dm_fw.frag253 const float NoV = clamp(dot(N, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);