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Searched refs:shadowCoeff (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.h349 CORE_RELAXEDP float shadowCoeff = 1.0; in CalculateLighting() local
356 shadowCoeff = CalcVsmShadow( in CalculateLighting()
359 shadowCoeff = CalcPcfShadow( in CalculateLighting()
441 CORE_RELAXEDP float shadowCoeff = 1.0; in CalculateLighting() local
448 shadowCoeff = CalcVsmShadow( in CalculateLighting()
451 shadowCoeff = CalcPcfShadow( in CalculateLighting()
585 CORE_RELAXEDP float shadowCoeff = 1.0; in CalculateLighting() local
592 shadowCoeff = CalcVsmShadow( in CalculateLighting()
595 shadowCoeff = CalcPcfShadow( in CalculateLighting()
709 CORE_RELAXEDP float shadowCoeff = 1.0; 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.h99 CORE_RELAXEDP float shadowCoeff = 1.0; in CalculateLightingInplace() local
106 shadowCoeff = CalcVsmShadow( in CalculateLightingInplace()
109 shadowCoeff = CalcPcfShadow( in CalculateLightingInplace()
114 …r += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * shadowCoeff; in CalculateLightingInplace()
132 CORE_RELAXEDP float shadowCoeff = 1.0; in CalculateLightingInplace() local
140 shadowCoeff = CalcVsmShadow( in CalculateLightingInplace()
143 shadowCoeff = CalcPcfShadow( in CalculateLightingInplace()
158 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLightingInplace()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag179 CORE_RELAXEDP float shadowCoeff = 1.0;
187 shadowCoeff = CalcVsmShadow(
190 shadowCoeff = CalcPcfShadow(
195 fullShadowCoeff *= shadowCoeff;
209 CORE_RELAXEDP float shadowCoeff = 1.0;
218 shadowCoeff = CalcVsmShadow(
221 shadowCoeff = CalcPcfShadow(
238 fullShadowCoeff *= (1.0 - (1.0 - shadowCoeff) * fullAttenuation);
H A Dcore3d_dm_fw.frag148 CORE_RELAXEDP float shadowCoeff = 1.0;
155 shadowCoeff = CalcVsmShadow(
158 shadowCoeff = CalcPcfShadow(
163 fullShadowCoeff *= shadowCoeff;
176 CORE_RELAXEDP float shadowCoeff = 1.0;
184 shadowCoeff = CalcVsmShadow(
187 shadowCoeff = CalcPcfShadow(
204 fullShadowCoeff *= (1.0 - (1.0 - shadowCoeff) * fullAttenuation);