Searched refs:currLightIdx (Results 1 – 4 of 4) sorted by relevance
70 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLightInplace()74 bool CheckLightLayerMask(uint currLightIdx, uvec2 layers) { in CheckLightLayerMask() argument90 const uint currLightIdx = directionalLightBeginIndex + lightIdx; in CalculateLightingInplace() local92 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()101 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace()121 const uint currLightIdx = spotLightLightBeginIndex + spotIdx; in CalculateLightingInplace() local123 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()155 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLightingInplace()165 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLightingInplace() local167 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()[all …]
288 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()333 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()401 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()412 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLighting() local418 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()493 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()503 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLighting() local509 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()568 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()638 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()[all …]
175 const uint currLightIdx = directionalLightBeginIndex + lightIdx;182 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;185 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;202 const uint currLightIdx = spotLightLightBeginIndex + spotIdx;204 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - worldPos.xyz;212 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;215 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;227 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;230 const float cd = dot(uLightData.lights[currLightIdx].dir.xyz, -L);233 const float range = uLightData.lights[currLightIdx].dir.w;[all …]
144 const uint currLightIdx = directionalLightBeginIndex + lightIdx;150 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;153 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;169 const uint currLightIdx = spotLightLightBeginIndex + spotIdx;171 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - inPos.xyz;178 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;181 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;193 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;196 const float cd = dot(uLightData.lights[currLightIdx].dir.xyz, -L);199 const float range = uLightData.lights[currLightIdx].dir.w;[all …]