Home
last modified time | relevance | path

Searched refs:lightAngleScale (Results 1 – 5 of 5) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h395 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLighting() local
399 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0); in CalculateLighting()
487 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLighting() local
491 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0); in CalculateLighting()
632 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLighting() local
636 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0); in CalculateLighting()
755 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLighting() local
759 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0); in CalculateLighting()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h149 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; in CalculateLightingInplace() local
153 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0); in CalculateLightingInplace()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag227 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;
231 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0);
H A Dcore3d_dm_fw.frag193 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;
197 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0);
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp2072 … const float lightAngleScale = 1.0f / Math::max(0.001f, cosInnerConeAngle - cosOuterConeAngle); in ProcessLight() local
2073 const float lightAngleOffset = -cosOuterConeAngle * lightAngleScale; in ProcessLight()
2075 light.spotLightParams = { lightAngleScale, lightAngleOffset, inner, outer }; in ProcessLight()