Searched refs:diffuseColor (Results 1 – 5 of 5) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fw_reflection_plane.frag | 131 brdfData.diffuseColor *= (1.0 - transmission); 143 shadingData.diffuseColor = brdfData.diffuseColor; 147 vec3 color = vec3(0.0); // brdfData.diffuseColor 168 irradiance = GetIrradianceSample(N) * shadingData.diffuseColor * ao;
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H A D | core3d_dm_fw.frag | 268 brdfData.diffuseColor *= (1.0 - transmission); 278 shadingData.diffuseColor = brdfData.diffuseColor; 283 vec3 color = vec3(0.0); // brdfData.diffuseColor 293 …CORE_RELAXEDP vec3 irradiance = GetIrradianceSample(shadingData.N) * shadingData.diffuseColor * ao;
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H A D | core3d_dm_fullscreen_deferred_shading.frag | 270 shadingData.diffuseColor = brdfData.diffuseColor; 273 vec3 color = vec3(0.0); // brdfData.diffuseColor 280 …E_RELAXEDP vec3 irradiance = GetIrradianceSample(shadingData.N) * shadingData.diffuseColor * fd.ao;
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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 | 34 vec3 diffuseColor; member 46 vec3 diffuseColor; member 56 vec3 diffuseColor; member 171 bd.diffuseColor = mix(baseColor.rgb * (1.0 - bd.f0.xyz), vec3(0.0), vec3(metallic)); in CalcBRDFMetallicRoughness() 188 bd.diffuseColor = mix(baseColor.rgb * (1.0 - bd.f0.xyz), vec3(0.0), vec3(metallic)); in CalcBRDFMetallicRoughness() 203 bd.diffuseColor = baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))); in CalcBRDFSpecularGlossiness() 225 …bd.diffuseColor = mix(baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))), vec3(0.0), vec3… in CalcBRDFSpecular() 339 const vec3 materialDiffuseBRDF = sd.diffuseColor * diffuseCoeff(); in CalculateLighting() 431 const vec3 materialDiffuseBRDF = sd.diffuseColor * diffuseCoeff(); in CalculateLighting() 575 const vec3 materialDiffuseBRDF = sd.diffuseColor * diffuseCoeff(); in CalculateLighting() [all …]
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | inplace_lighting_common.h | 84 const vec3 materialDiffuseBRDF = sd.diffuseColor * diffuseCoeff(); in CalculateLightingInplace()
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