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Searched refs:attenuation (Results 1 – 7 of 7) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h402 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
404 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting()
419 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
494 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
496 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting()
510 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
639 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
641 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLighting()
655 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLighting() local
658 attenuation; in CalculateLighting()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h156 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLightingInplace() local
158 (angularAttenuation * angularAttenuation * attenuation) * shadowCoeff; in CalculateLightingInplace()
179 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist); in CalculateLightingInplace() local
181 …r += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * attenuation; in CalculateLightingInplace()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag234 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist);
236 …loat fullAttenuation = min(1.0, angularAttenuation * angularAttenuation * attenuation * intensity);
H A Dcore3d_dm_fw.frag200 … const float attenuation = max(min(1.0 - pow(dist / range, 4.0), 1.0), 0.0) / (dist * dist);
202 …loat fullAttenuation = min(1.0, angularAttenuation * angularAttenuation * attenuation * intensity);
/ohos5.0/docs/en/application-dev/reference/apis-arkui/
H A Djs-apis-curve.md152 | damping | number | Yes | Damping. It is used to describe the oscillation and attenuation of th…
254 | damping | number | Yes | Damping. It is used to describe the oscillation and attenuation of t…
404 …s no real physical meaning. It is used to describe the oscillation and attenuation of the system a…
H A D_ark_u_i___native_module.md6780 | damping | Damping. It is used to describe the oscillation and attenuation of the system after bei…
6833 | damping | Damping. It is used to describe the oscillation and attenuation of the system after bei…
/ohos5.0/docs/en/application-dev/reference/apis-arkui/arkui-ts/
H A Dts-particle-animation.md415 | feather | number | No |Feather value, which represents the degree of attenuation from the cente…