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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 Dcore3d_dm_fw_reflection_plane.frag131 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;
H A Dcore3d_dm_fw.frag268 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;
H A Dcore3d_dm_fullscreen_deferred_shading.frag270 shadingData.diffuseColor = brdfData.diffuseColor;
273 vec3 color = vec3(0.0); // brdfData.diffuseColor
280 …E_RELAXEDP vec3 irradiance = GetIrradianceSample(shadingData.N) * shadingData.diffuseColor * fd.ao;
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h34 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()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h84 const vec3 materialDiffuseBRDF = sd.diffuseColor * diffuseCoeff(); in CalculateLightingInplace()