Searched refs:numDirectionalLights (Results 1 – 11 of 11) sorted by relevance
55 #ifdef numDirectionalLights56 #if numDirectionalLights > 063 uniform DirectionalLight u_dirLights[numDirectionalLights];69 uniform DirectionalShadow u_dirShadows[numDirectionalLights];71 varying vec4 v_dirShadowMapUv[numDirectionalLights];72 uniform vec4 u_dirShadowMapUVTransform[numDirectionalLights];75 #endif // numDirectionalLights177 #ifdef numDirectionalLights178 #if numDirectionalLights > 0179 for (int i = 0; i < numDirectionalLights; i++) {[all …]
169 #ifdef numDirectionalLights170 #if numDirectionalLights > 0171 uniform mat4 u_dirShadowMapProjViewTrans[numDirectionalLights];172 varying vec4 v_dirShadowMapUv[numDirectionalLights];174 #endif // numDirectionalLights254 #ifdef numDirectionalLights255 #if numDirectionalLights > 0256 for (int i = 0; i < numDirectionalLights; i++) {
46 numDirectionalLights = 2; in Config()
46 #ifdef numDirectionalLights47 #if numDirectionalLights > 054 uniform DirectionalLight u_dirLights[numDirectionalLights];57 #endif // numDirectionalLights150 #ifdef numDirectionalLights151 #if numDirectionalLights > 0152 for (int i = 0; i < numDirectionalLights; i++) {169 #endif // numDirectionalLights
37 numDirectionalLights = 2; in Config()
131 #if defined(numDirectionalLights) && (numDirectionalLights > 0)133 #endif // numDirectionalLights142 uniform DirectionalLight u_dirLights[numDirectionalLights];
36 for (int i = 0; i < numDirectionalLights; i++) {45 for (int i = 0; i < numDirectionalLights; i++) {
153 #if numDirectionalLights > 0159 uniform DirectionalLight u_dirLights[numDirectionalLights];160 #endif // numDirectionalLights308 #if (numDirectionalLights > 0) && defined(normalFlag)309 for (int i = 0; i < numDirectionalLights; i++) {319 #endif // numDirectionalLights
58 public int numDirectionalLights = 2; field in DefaultShader.Config536 …Lights = new DirectionalLight[lighting && config.numDirectionalLights > 0 ? config.numDirectionalL… in DefaultShader()586 …Cubemap = lighting ? register(Inputs.ambientCube, new Setters.ACubemap(config.numDirectionalLights, in DefaultShader()654 prefix += "#define numDirectionalLights " + config.numDirectionalLights + "\n"; in createPrefix()
130 …LightAmountCase(Context& context, const char* name, int numDirectionalLights, int numOmniLights, … in LightAmountCase() argument132 , m_numDirectionalLights (numDirectionalLights) in LightAmountCase()
139 config.numDirectionalLights = directionalLights; in randomizeLights()