Searched refs:ccsv (Results 1 – 3 of 3) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 30 ClearcoatShadingVariables ccsv, SheenShadingVariables ssv) in CalculateLightInplace() argument 47 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace() 48 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace() 50 const float ccNoV = clamp(dot(ccsv.ccNormal, sd.V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLightInplace() 53 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLightInplace() 55 const float ccF = fSchlickSingle(ccf0, ccNoV) * ccsv.cc; // NOTE: cc in ccF in CalculateLightInplace() 82 vec3 CalculateLightingInplace(ShadingDataInplace sd, ClearcoatShadingVariables ccsv, SheenShadingVa… in CalculateLightingInplace() argument 114 …color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * shadowC… in CalculateLightingInplace() 157 … color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * in CalculateLightingInplace() 181 …color += CalculateLightInplace(currLightIdx, materialDiffuseBRDF, L, NoL, sd, ccsv, ssv) * attenua… in CalculateLightingInplace()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_lighting_common.h | 121 const float ccNoV = clamp(dot(ccsv.ccNormal, V), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in AppendIndirectClearcoat() 123 GetFinalCorrectedRoughness(ccsv.ccNormal, ccsv.ccAlpha2); in AppendIndirectClearcoat() 125 float ccRadianceFactor = EnvBRDFApproxNonmetal(ccsv.ccAlpha2, ccNoV); in AppendIndirectClearcoat() 293 ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) in CalculateLight() argument 310 const float ccNoL = clamp(dot(ccsv.ccNormal, L), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight() 311 const float ccNoH = clamp(dot(ccsv.ccNormal, H), CORE3D_PBR_LIGHTING_EPSILON, 1.0); in CalculateLight() 316 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLight() 318 const float ccF = fSchlickSingle(ccf0, ccNoV) * ccsv.cc; // NOTE: cc in ccF in CalculateLight() 540 const float ccNoH = clamp(dot(ccsv.ccNormal, H), 0.0, 1.0); in CalculateLight() 543 const float ccD = dGGX(ccsv.ccAlpha2, ccNoH); in CalculateLight() [all …]
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fw.frag | 48 ClearcoatShadingVariables ccsv; 49 ccsv.cc = GetClearcoatSample(inUv) * cc; // 0.0 - 1.0 50 ccsv.ccNormal = ccNormal; 51 …ccsv.ccRoughness = GetClearcoatRoughnessSample(inUv, instanceIdx) * ccRoughness; // CORE_BRDF_MIN_… 53 ccsv.ccRoughness = clamp(ccsv.ccRoughness, CORE_BRDF_MIN_ROUGHNESS, 1.0); 54 CORE_RELAXEDP const float ccAlpha = ccsv.ccRoughness * ccsv.ccRoughness; 55 ccsv.ccAlpha2 = ccAlpha * ccAlpha; 56 return ccsv;
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