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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h258 const float bendFactor = abs(asv.anisotropy) * clamp(asv.roughness * 5.0, 0.0, 1.0); in GetAnistropicReflectionVector() local
259 const vec3 bentNormal = normalize(mix(N, anisoNormal, bendFactor)); in GetAnistropicReflectionVector()