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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 D3d_dm_lighting_common.h351 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
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h101 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()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag182 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);
H A Dcore3d_dm_fw.frag150 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);