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Searched refs:currLightIdx (Results 1 – 4 of 4) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h70 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLightInplace()
74 bool CheckLightLayerMask(uint currLightIdx, uvec2 layers) { in CheckLightLayerMask() argument
90 const uint currLightIdx = directionalLightBeginIndex + lightIdx; in CalculateLightingInplace() local
92 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()
101 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags; in CalculateLightingInplace()
121 const uint currLightIdx = spotLightLightBeginIndex + spotIdx; in CalculateLightingInplace() local
123 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()
155 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLightingInplace()
165 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLightingInplace() local
167 if (!CheckLightLayerMask(currLightIdx, sd.layers)) { in CalculateLightingInplace()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h288 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()
333 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()
401 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()
412 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLighting() local
418 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()
493 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()
503 const uint currLightIdx = pointLightBeginIndex + pointIdx; in CalculateLighting() local
509 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()
568 calculatedColor *= uLightData.lights[currLightIdx].color.xyz; in CalculateLight()
638 const float range = uLightData.lights[currLightIdx].dir.w; in CalculateLighting()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_deferred_shading.frag175 const uint currLightIdx = directionalLightBeginIndex + lightIdx;
182 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;
185 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;
202 const uint currLightIdx = spotLightLightBeginIndex + spotIdx;
204 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - worldPos.xyz;
212 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;
215 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;
227 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;
230 const float cd = dot(uLightData.lights[currLightIdx].dir.xyz, -L);
233 const float range = uLightData.lights[currLightIdx].dir.w;
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H A Dcore3d_dm_fw.frag144 const uint currLightIdx = directionalLightBeginIndex + lightIdx;
150 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;
153 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;
169 const uint currLightIdx = spotLightLightBeginIndex + spotIdx;
171 const vec3 pointToLight = uLightData.lights[currLightIdx].pos.xyz - inPos.xyz;
178 const uvec4 lightFlags = uLightData.lights[currLightIdx].flags;
181 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors;
193 const float lightAngleScale = uLightData.lights[currLightIdx].spotLightParams.x;
196 const float cd = dot(uLightData.lights[currLightIdx].dir.xyz, -L);
199 const float range = uLightData.lights[currLightIdx].dir.w;
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