Searched refs:lightPosition (Results 1 – 7 of 7) sorted by relevance
157 float4 lightPosition[8]; member217 void setLightPosition(unsigned int light, const Point &lightPosition);218 void setLightViewPosition(unsigned int light, const Point &lightPosition);
289 void VertexProcessor::setLightPosition(unsigned int light, const Point &lightPosition) in setLightPosition() argument293 context->setLightPosition(light, lightPosition); in setLightPosition()445 ff.lightPosition[light][0] = P.x; in setLightViewPosition()446 ff.lightPosition[light][1] = P.y; in setLightViewPosition()447 ff.lightPosition[light][2] = P.z; in setLightViewPosition()448 ff.lightPosition[light][3] = 1; in setLightViewPosition()
56 uniform vec4 lightPosition[4];68 uniform vec4 lightPosition;
7 ERROR: 0:68: 'lightPosition' : redefinition 302 0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float)577 0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float)
7 ERROR: 0:68: 'lightPosition' : redefinition 303 0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float)578 0:? 'lightPosition' ( uniform 4-element array of 4-component vector of float)
263 …L.x = L.y = L.z = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightPosition[i])); // FIXME: Unpack in pipeline()