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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h30 ClearcoatShadingVariables ccsv, SheenShadingVariables ssv) in CalculateLightInplace() argument
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()
50 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace()
53 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLightInplace()
55 const float ccF = fSchlickSingle(ccf0, ccNoV) * ccsv.cc; // NOTE: cc in ccF in CalculateLightInplace()
82 vec3 CalculateLightingInplace(ShadingDataInplace sd, ClearcoatShadingVariables ccsv, SheenShadingVa… in CalculateLightingInplace() argument
114 …color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * shadowC… in CalculateLightingInplace()
157 … color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * in CalculateLightingInplace()
181 …color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * attenua… in CalculateLightingInplace()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h121 const float ccNoV = clamp(dot(ccsv.ccNormal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in AppendIndirectClearcoat()
123 GetFinalCorrectedRoughness(ccsv.ccNormal, ccsv.ccAlpha2); in AppendIndirectClearcoat()
125 float ccRadianceFactor = EnvBRDFApproxNonmetal(ccsv.ccAlpha2, ccNoV); in AppendIndirectClearcoat()
293 ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) in CalculateLight() argument
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()
316 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLight()
318 const float ccF = fSchlickSingle(ccf0, ccNoV) * ccsv.cc; // NOTE: cc in ccF in CalculateLight()
540 const float ccNoH = clamp(dot(ccsv.ccNormal, H), 0.0, 1.0); in CalculateLight()
543 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLight()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fw.frag48 ClearcoatShadingVariables ccsv;
49 ccsv.cc = GetClearcoatSample(inUv) * cc; // 0.0 - 1.0
50 ccsv.ccNormal = ccNormal;
51ccsv.ccRoughness = GetClearcoatRoughnessSample(inUv, instanceIdx) * ccRoughness; // CORE_BRDF_MIN_…
53 ccsv.ccRoughness = clamp(ccsv.ccRoughness, CORE_BRDF_MIN_ROUGHNESS, 1.0);
54 CORE_RELAXEDP const float ccAlpha = ccsv.ccRoughness * ccsv.ccRoughness;
55 ccsv.ccAlpha2 = ccAlpha * ccAlpha;
56 return ccsv;