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/third_party/skia/third_party/externals/tint/test/bug/tint/
D294.wgsl.expected.spvasm15 OpName %lights "lights"
22 OpDecorate %lights NonWritable
23 OpDecorate %lights DescriptorSet 0
24 OpDecorate %lights Binding 1
31 %lights = OpVariable %_ptr_StorageBuffer_Lights StorageBuffer
D1121.wgsl.expected.wgsl9 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;
D1121.wgsl.expected.glsl11 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;
D1121.wgsl16 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;
D1121.wgsl.expected.msl21 /* 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;
D294.wgsl.expected.hlsl6 ByteAddressBuffer lights : register(t1, space0);
D294.wgsl.expected.wgsl11 [[group(0), binding(1)]] var<storage, read> lights : Lights;
D294.wgsl8 [[group(0), binding(1)]] var<storage, read> lights : Lights;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vert/
Dcopy.flatten.vert16 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…
Ddynamic.flatten.vert16 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…
/third_party/flutter/skia/src/shaders/
DSkLightingShader.cpp50 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 …]
DSkLightingShader.h34 sk_sp<SkLights> lights);
/third_party/skia/third_party/externals/spirv-cross/shaders-msl/vert/
Ddynamic.flatten.vert15 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].…
Dcopy.flatten.vert15 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);
/third_party/skia/third_party/externals/spirv-cross/shaders/flatten/
Ddynamic.flatten.vert15 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].…
Dcopy.flatten.vert15 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);
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vert/
Dcopy.flatten.vert16 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), …
Ddynamic.flatten.vert16 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), …
/third_party/flutter/skia/samplecode/
DSampleLighting.cpp59 sk_sp<SkLights> lights(create_lights(fLightAngle, fColorFactor)); in onDrawContent() local
64 std::move(lights))); in onDrawContent()
/third_party/skia/third_party/externals/opengl-registry/extensions/SGIX/
DSGIX_spotlight_cutoff.txt28 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.
DSGIX_fragment_specular_lighting.txt103 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
/third_party/openGLES/extensions/SGIX/
DSGIX_spotlight_cutoff.txt28 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.
/third_party/mesa3d/docs/
Dperf.rst35 spot lights are used (all GL_SPOT_CUTOFFs are 180.0) No local lights
/third_party/flutter/skia/gm/
Dlightingshader2.cpp123 bool useTranslucentPaint, bool useTranslucentShader, sk_sp<SkLights> lights) { in drawRect() argument
149 std::move(lights))); in drawRect()
/third_party/mindspore/tests/ut/data/mindrecord/testAclImdbData/pos/
D10005_7.txt1 …ll grips you enough to keep you wondering. The direction is good. Use of lights to achieve desired…

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