Searched refs:lightFlags (Results 1 – 4 of 4) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_lighting_common.h | 351 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 353 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 380 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 443 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 445 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 472 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 587 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 589 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 617 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local 711 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLighting() local [all …]
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 101 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace() local 102 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { in CalculateLightingInplace() 103 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLightingInplace() 107 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); in CalculateLightingInplace() 110 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); in CalculateLightingInplace() 134 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace() local 135 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { in CalculateLightingInplace() 136 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLightingInplace() 141 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); in CalculateLightingInplace() 144 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 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 | 182 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; 183 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { 184 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(worldPos.xyz, 1.0); 188 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 191 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 212 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; 213 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { 214 … const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(worldPos.xyz, 1.0); 219 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 222 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw);
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H A D | core3d_dm_fw.frag | 150 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; 151 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { 152 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(inPos.xyz, 1.0); 156 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 159 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 178 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; 179 … if ((lightFlags.x & CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) == CORE_LIGHT_USAGE_SHADOW_LIGHT_BIT) { 180 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(inPos.xyz, 1.0); 185 … uSampColorShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw); 188 … uSampDepthShadow, shadowCoord, NoL, shadowFactors, atlasSizeInvSize, lightFlags.zw);
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