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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 | 251 vec3 GetAnistropicReflectionVector(const vec3 V, const vec3 N, AnisotropicShadingVariables asv) in GetAnistropicReflectionVector() argument 254 const vec3 anisoDir = asv.anisotropy >= 0.0 ? asv.anisotropicB : asv.anisotropicT; in GetAnistropicReflectionVector() 258 const float bendFactor = abs(asv.anisotropy) * clamp(asv.roughness * 5.0, 0.0, 1.0); in GetAnistropicReflectionVector() 552 const float ToL = dot(asv.anisotropicT, L); in CalculateLight() 553 const float ToH = dot(asv.anisotropicT, H); in CalculateLight() 554 const float BoL = dot(asv.anisotropicB, L); in CalculateLight() 555 const float BoH = dot(asv.anisotropicB, H); 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() 559 const float D = dGGXAnisotropic(at, ab, NoH, ToH, BoH, asv.anisotropy); in CalculateLight() [all …]
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