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Searched refs:baseUv (Results 1 – 3 of 3) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/
H A Dfullscreen_motion_blur_tile_max.frag58 const vec2 baseUv = uv;
59 velocities[sampleIdx++] = textureLod(uVelocity, baseUv, 0).rg;
60 … velocities[sampleIdx++] = textureLod(uVelocity, baseUv + stepSize.xy * vec2(1.0, 0.0), 0).rg;
61 … velocities[sampleIdx++] = textureLod(uVelocity, baseUv + stepSize.xy * vec2(2.0, 0.0), 0).rg;
62 … velocities[sampleIdx++] = textureLod(uVelocity, baseUv + stepSize.xy * vec2(3.0, 0.0), 0).rg;
65 const vec2 baseUv = uv + stepSize * vec2(0.0, 1.0);
66 velocities[sampleIdx++] = textureLod(uVelocity, baseUv, 0).rg;
72 const vec2 baseUv = uv + stepSize * vec2(0.0, 2.0);
73 velocities[sampleIdx++] = textureLod(uVelocity, baseUv, 0).rg;
79 const vec2 baseUv = uv + stepSize * vec2(0.0, 3.0);
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H A Dfullscreen_motion_blur.frag117 const vec2 baseUv = inUv.xy;
118 vec2 velUv = baseUv;
119 const vec2 texIdx = baseUv * uPc.viewportSizeInvSize.xy;
136 const vec3 baseColor = texture(uInput, baseUv).xyz;
145 color += textureLod(uInput, baseUv + offset, 0).xyz;
152 const float baseDepth = textureLod(uDepth, baseUv, 0).x;
155 const vec2 uv = baseUv + offset;
169 const float baseDepth = textureLod(uDepth, baseUv, 0).x;
172 const vec2 uv = baseUv + offset;
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_shadowing_common.h36 float GetPcfSample(sampler2DShadow shadow, const vec2 baseUv, const vec2 offset, const float compar… in GetPcfSample() argument
45 return texture(shadow, vec3(baseUv + uvOffset, compZ)).x; in GetPcfSample()
73 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadow() local
110 …sum += uw0 * vw0 * GetPcfSample(shadow, baseUv, vec2(u0, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow()
111 …sum += uw1 * vw0 * GetPcfSample(shadow, baseUv, vec2(u1, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow()
112 …sum += uw2 * vw0 * GetPcfSample(shadow, baseUv, vec2(u2, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow()
114 …sum += uw0 * vw1 * GetPcfSample(shadow, baseUv, vec2(u0, v1), compareDepth, texelSize, receiverPla… in CalcPcfShadow()
115 …sum += uw1 * vw1 * GetPcfSample(shadow, baseUv, vec2(u1, v1), compareDepth, texelSize, receiverPla… in CalcPcfShadow()
145 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadowMed() local
201 const vec2 baseUv = shadowCoord.xy; in CalcPcfShadowSimpleSample() local
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