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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 D3d_dm_brdf_common.h115 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 D3d_dm_lighting_common.h78 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()