Searched refs:numSpotLights (Results 1 – 8 of 8) sorted by relevance
91 #ifdef numSpotLights92 #if numSpotLights > 0102 uniform SpotLight u_spotLights[numSpotLights];108 uniform SpotShadow u_spotShadows[numSpotLights];110 varying vec4 v_spotShadowMapUv[numSpotLights];111 uniform vec4 u_spotShadowMapUVTransform[numSpotLights];114 #endif // numSpotLights208 #ifdef numSpotLights209 #if numSpotLights > 0210 for (int i = 0; i < numSpotLights; i++) {[all …]
176 #ifdef numSpotLights177 #if numSpotLights > 0178 uniform mat4 u_spotShadowMapProjViewTrans[numSpotLights];179 varying vec4 v_spotShadowMapUv[numSpotLights];181 #endif // numSpotLights262 #ifdef numSpotLights263 #if numSpotLights > 0264 for (int i = 0; i < numSpotLights; i++) {
45 numSpotLights = 5; in Config()
73 #ifdef numSpotLights74 #if numSpotLights > 084 uniform SpotLight u_spotLights[numSpotLights];87 #endif // numSpotLights173 #ifdef numSpotLights174 #if numSpotLights > 0175 for (int i = 0; i < numSpotLights; i++) {200 #endif // numSpotLights
36 numSpotLights = 5; in Config()
130 …ontext& context, const char* name, int numDirectionalLights, int numOmniLights, int numSpotLights) in LightAmountCase() argument134 , m_numSpotLights (numSpotLights) in LightAmountCase()
62 public int numSpotLights = 0; field in DefaultShader.Config542 this.spotLights = new SpotLight[lighting && config.numSpotLights > 0 ? config.numSpotLights : 0]; in DefaultShader()656 prefix += "#define numSpotLights " + config.numSpotLights + "\n"; in createPrefix()
141 config.numSpotLights = 0; in randomizeLights()