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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/computeshader/
H A Dcore3d_dm_morph.comp88 const float tangentW = fullTangent.w;
93 const float tangentW = data[tid].tan.w;
121 tanOut[tid * 2 + 1] = packSnorm2x16(vec2(t.z, tangentW));
126 tanOut[tid] = vec4(t, tangentW);
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h238 mat3 CalcTbnMatrix(in vec3 polygonNormal, in vec4 tangentW) in CalcTbnMatrix() argument
240 const vec3 tangent = normalize(tangentW.xyz); in CalcTbnMatrix()
241 const vec3 bitangent = cross(polygonNormal, tangent.xyz) * tangentW.w; in CalcTbnMatrix()