Searched refs:attenuation (Results 1 – 7 of 7) sorted by relevance
/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 404 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting() 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 496 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting() 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 641 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting() 655 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local 658 attenuation; in CalculateLighting() [all …]
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/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 158 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLightingInplace() 179 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLightingInplace() local 181 …r += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * attenuation; in CalculateLightingInplace()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fullscreen_deferred_shading.frag | 234 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); 236 …loat fullAttenuation = min(1.0, angularAttenuation * angularAttenuation * attenuation * intensity);
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H A D | core3d_dm_fw.frag | 200 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); 202 …loat fullAttenuation = min(1.0, angularAttenuation * angularAttenuation * attenuation * intensity);
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/ohos5.0/docs/en/application-dev/reference/apis-arkui/ |
H A D | js-apis-curve.md | 152 | damping | number | Yes | Damping. It is used to describe the oscillation and attenuation of th… 254 | damping | number | Yes | Damping. It is used to describe the oscillation and attenuation of t… 404 …s no real physical meaning. It is used to describe the oscillation and attenuation of the system a…
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H A D | _ark_u_i___native_module.md | 6780 | damping | Damping. It is used to describe the oscillation and attenuation of the system after bei… 6833 | damping | Damping. It is used to describe the oscillation and attenuation of the system after bei…
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/ohos5.0/docs/en/application-dev/reference/apis-arkui/arkui-ts/ |
H A D | ts-particle-animation.md | 415 | feather | number | No |Feather value, which represents the degree of attenuation from the cente…
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