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 D | inplace_lighting_common.h | 47 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()
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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 | 29 #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()
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H A D | 3d_dm_indirect_lighting_common.h | 28 #define CORE3D_PBR_LIGHTING_EPSILON 0.0001 macro
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fw_reflection_plane.frag | 126 const float NoV = clamp(dot(N, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);
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H A D | core3d_dm_fullscreen_deferred_shading.frag | 261 const float NoV = clamp(dot(fd.normal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);
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H A D | core3d_dm_fw.frag | 253 const float NoV = clamp(dot(N, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0);
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