/third_party/skia/third_party/externals/tint/test/bug/tint/ |
D | 294.wgsl.expected.spvasm | 15 OpName %lights "lights" 22 OpDecorate %lights NonWritable 23 OpDecorate %lights DescriptorSet 0 24 OpDecorate %lights Binding 1 31 %lights = OpVariable %_ptr_StorageBuffer_Lights StorageBuffer
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D | 1121.wgsl.expected.wgsl | 9 lights : array<LightData>; 55 …lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.100000001) + (… 56 if ((lightsBuffer.lights[index].position.y < uniforms.min.y)) { 57 lightsBuffer.lights[index].position.y = uniforms.max.y; 62 var lightPos = lightsBuffer.lights[index].position; 65 var lightRadius : f32 = lightsBuffer.lights[index].radius;
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D | 1121.wgsl.expected.glsl | 11 LightData lights[]; 49 …lightsBuffer.lights[index].position.y = ((lightsBuffer.lights[index].position.y - 0.100000001f) + … 50 if ((lightsBuffer.lights[index].position.y < uniforms.tint_symbol.y)) { 51 lightsBuffer.lights[index].position.y = uniforms.tint_symbol_1.y; 56 vec4 lightPos = lightsBuffer.lights[index].position; 59 float lightRadius = lightsBuffer.lights[index].radius;
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D | 1121.wgsl | 16 lights: array<LightData>; 54 …lightsBuffer.lights[index].position.y = lightsBuffer.lights[index].position.y - 0.1 + 0.001 * (f32… 56 if (lightsBuffer.lights[index].position.y < uniforms.min.y) { 57 lightsBuffer.lights[index].position.y = uniforms.max.y; 67 var lightPos = lightsBuffer.lights[index].position; 70 var lightRadius: f32 = lightsBuffer.lights[index].radius;
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D | 1121.wgsl.expected.msl | 21 /* 0x0000 */ LightData lights[1]; 60 …(*(tint_symbol_2)).lights[index].position[1] = (((*(tint_symbol_2)).lights[index].position[1] - 0.… 61 if (((*(tint_symbol_2)).lights[index].position[1] < (*(tint_symbol_3)).min[1])) { 62 (*(tint_symbol_2)).lights[index].position[1] = (*(tint_symbol_3)).max[1]; 67 float4 lightPos = (*(tint_symbol_2)).lights[index].position; 70 float lightRadius = (*(tint_symbol_2)).lights[index].radius;
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D | 294.wgsl.expected.hlsl | 6 ByteAddressBuffer lights : register(t1, space0);
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D | 294.wgsl.expected.wgsl | 11 [[group(0), binding(1)]] var<storage, read> lights : Lights;
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D | 294.wgsl | 8 [[group(0), binding(1)]] var<storage, read> lights : Lights;
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vert/ |
D | copy.flatten.vert | 16 Light lights[4]; 46 light.Position = float3(_21.lights[i].Position); 47 light.Radius = _21.lights[i].Radius; 48 light.Color = _21.lights[i].Color; 50 …out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * d…
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D | dynamic.flatten.vert | 16 Light lights[4]; 38 float3 L = in.aVertex.xyz - float3(_21.lights[i].Position); 39 …out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / _21.lights[i].Radius), 0.0, 1…
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/third_party/flutter/skia/src/shaders/ |
D | SkLightingShader.cpp | 50 sk_sp<SkLights> lights) in SkLightingShaderImpl() argument 53 , fLights(std::move(lights)) {} in SkLightingShaderImpl() 118 sk_sp<SkLights> lights) { in Make() argument 120 std::move(lights))); in Make() 241 LightingFP(std::unique_ptr<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) in LightingFP() argument 244 fAmbientColor = lights->ambientLightColor(); in LightingFP() 245 for (int i = 0; i < lights->numLights(); ++i) { in LightingFP() 246 if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { in LightingFP() 247 fDirectionalLights.push_back(lights->light(i)); in LightingFP() 425 sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf); in CreateProc() local [all …]
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D | SkLightingShader.h | 34 sk_sp<SkLights> lights);
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/vert/ |
D | dynamic.flatten.vert | 15 Light lights[4]; 30 vec3 L = aVertex.xyz - lights[i].Position; 31 … += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / lights[i].Radius, 0.0, 1.0) * lights[i].…
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D | copy.flatten.vert | 15 Light lights[4]; 30 Light light = lights[i]; 32 …= dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * lights[i].Color);
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/third_party/skia/third_party/externals/spirv-cross/shaders/flatten/ |
D | dynamic.flatten.vert | 15 Light lights[4]; 30 vec3 L = aVertex.xyz - lights[i].Position; 31 … += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / lights[i].Radius, 0.0, 1.0) * lights[i].…
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D | copy.flatten.vert | 15 Light lights[4]; 30 Light light = lights[i]; 32 …= dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * lights[i].Color);
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vert/ |
D | copy.flatten.vert | 16 Light lights[4]; 38 float3 _68 = in.aVertex.xyz - float3(_21.lights[_96].Position); 39 …out.vColor += ((_21.lights[_96].Color * fast::clamp(1.0 - (length(_68) / _21.lights[_96].Radius), …
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D | dynamic.flatten.vert | 16 Light lights[4]; 38 float3 _54 = in.aVertex.xyz - float3(_21.lights[_82].Position); 39 …out.vColor += ((_21.lights[_82].Color * fast::clamp(1.0 - (length(_54) / _21.lights[_82].Radius), …
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/third_party/flutter/skia/samplecode/ |
D | SampleLighting.cpp | 59 sk_sp<SkLights> lights(create_lights(fLightAngle, fColorFactor)); in onDrawContent() local 64 std::move(lights))); in onDrawContent()
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/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/ |
D | SGIX_spotlight_cutoff.txt | 28 This extension adds a new parameter to vertex and fragment lights that 38 * Do we want this to apply to per-vertex lights too? I would say 40 effects like those of area light sources. Vertex lights can 41 benefit almost as much as fragment lights in this situation.
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D | SGIX_fragment_specular_lighting.txt | 103 computed, it is possible to support multiple specular lights but much 105 lights. 382 vertex and fragment lights to a number less than the sum of MAX_LIGHTS and 385 fragment and vertex lights is always maintained. When multiple 386 lights are enabled, priority is given to vertex lights starting with 449 fragment lights, or if FragmentLight{T}SGIX parameter <pname> is not
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/third_party/openGLES/extensions/SGIX/ |
D | SGIX_spotlight_cutoff.txt | 28 This extension adds a new parameter to vertex and fragment lights that 38 * Do we want this to apply to per-vertex lights too? I would say 40 effects like those of area light sources. Vertex lights can 41 benefit almost as much as fragment lights in this situation.
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/third_party/mesa3d/docs/ |
D | perf.rst | 35 spot lights are used (all GL_SPOT_CUTOFFs are 180.0) No local lights
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/third_party/flutter/skia/gm/ |
D | lightingshader2.cpp | 123 bool useTranslucentPaint, bool useTranslucentShader, sk_sp<SkLights> lights) { in drawRect() argument 149 std::move(lights))); in drawRect()
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/third_party/mindspore/tests/ut/data/mindrecord/testAclImdbData/pos/ |
D | 10005_7.txt | 1 …ll grips you enough to keep you wondering. The direction is good. Use of lights to achieve desired…
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