Searched refs:anisotropy (Results 1 – 2 of 2) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_brdf_common.h | 115 float dGGXAnisotropic(float at, float ab, float NoH, float ToH, float BoH, float anisotropy) in dGGXAnisotropic() argument 143 …t at, float ab, float NoL, float NoV, float ToL, float ToV, float BoL, float BoV, float anisotropy) in vGGXAnisotropic() argument 172 float ToV, float ToH, float BoL, float BoV, float BoH, float anisotropy) in microfacedSpecularBrdfAnisotropic() argument 174 const float at = max(alpha * (1.0 + anisotropy), CORE_BRDF_EPSILON); in microfacedSpecularBrdfAnisotropic() 175 const float ab = max(alpha * (1.0 - anisotropy), CORE_BRDF_EPSILON); in microfacedSpecularBrdfAnisotropic() 177 float D = dGGXAnisotropic(at, ab, NoH, ToH, BoH, anisotropy); in microfacedSpecularBrdfAnisotropic() 178 float V = vGGXAnisotropic(at, ab, NoL, NoV, BoV, ToV, ToL, BoL, anisotropy); in microfacedSpecularBrdfAnisotropic()
|
H A D | 3d_dm_lighting_common.h | 78 float anisotropy; member 254 const vec3 anisoDir = asv.anisotropy >= 0.0 ? asv.anisotropicB : asv.anisotropicT; in GetAnistropicReflectionVector() 258 const float bendFactor = abs(asv.anisotropy) * clamp(asv.roughness * 5.0, 0.0, 1.0); in GetAnistropicReflectionVector() 556 const float at = max(asv.alpha * (1.0 + asv.anisotropy), CORE3D_PBR_LIGHTING_EPSILON); in CalculateLight() 557 const float ab = max(asv.alpha * (1.0 - asv.anisotropy), CORE3D_PBR_LIGHTING_EPSILON); in CalculateLight() 559 const float D = dGGXAnisotropic(at, ab, NoH, ToH, BoH, asv.anisotropy); in CalculateLight() 560 … const float G = vGGXAnisotropic(at, ab, NoL, sd.NoV, ToL, asv.ToV, BoL, asv.BoV, asv.anisotropy); in CalculateLight()
|