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 D | 3d_dm_lighting_common.h | 395 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()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 149 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()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fullscreen_deferred_shading.frag | 227 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; 231 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0);
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H A D | core3d_dm_fw.frag | 193 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x; 197 … const float angularAttenuation = clamp(cd * lightAngleScale + lightAngleOffset, 0.0, 1.0);
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_system.cpp | 2072 … 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()
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