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Lines Matching refs:ndxStr

773 		string ndxStr = de::toString(lightNdx);  in lightVertexTemplate()  local
776 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" in lightVertexTemplate()
777 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; in lightVertexTemplate()
781 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n" in lightVertexTemplate()
782 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n" in lightVertexTemplate()
783 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n" in lightVertexTemplate()
784 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n"; in lightVertexTemplate()
857 string ndxStr = de::toString(lightNdx); in lightVertexTemplate() local
860 " /* Light " + ndxStr + " */\n"; in lightVertexTemplate()
865 …" mediump float distanceToLight" + ndxStr + " = distance(eyePosition, u_light" + ndxStr + "_positi… in lightVertexTemplate()
866 …" mediump vec3 directionToLight" + ndxStr + " = normalize(direction(eyePosition, u_light" + ndxStr in lightVertexTemplate()
870 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightVertexTemplate()
871 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightVertexTemplate()
872 …${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_co… in lightVertexTemplate()
873 …"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${… in lightVertexTemplate()
876 " v_directionToLight${NAME_SPEC}[" + ndxStr + "] = directionToLight" + ndxStr + ";\n" in lightVertexTemplate()
877 " v_distanceToLight${NAME_SPEC}[" + ndxStr + "] = distanceToLight" + ndxStr + ";\n"; in lightVertexTemplate()
883 … " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n" in lightVertexTemplate()
884 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightVertexTemplate()
885 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightVertexTemplate()
918 string ndxStr = de::toString(lightNdx); in lightFragmentTemplate() local
921 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" in lightFragmentTemplate()
922 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; in lightFragmentTemplate()
926 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n" in lightFragmentTemplate()
927 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n" in lightFragmentTemplate()
928 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n" in lightFragmentTemplate()
929 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n"; in lightFragmentTemplate()
998 string ndxStr = de::toString(lightNdx); in lightFragmentTemplate() local
1001 " /* Light " + ndxStr + " */\n"; in lightFragmentTemplate()
1005 …" mediump vec3 directionToLight" + ndxStr + " = normalize(v_directionToLight${NAME_SPEC}[" + ndxSt… in lightFragmentTemplate()
1006 … " mediump float distanceToLight" + ndxStr + " = v_distanceToLight${NAME_SPEC}[" + ndxStr + "];\n" in lightFragmentTemplate()
1007 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightFragmentTemplate()
1008 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightFragmentTemplate()
1009 …${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_co… in lightFragmentTemplate()
1010 …"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${… in lightFragmentTemplate()
1014 … " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n" in lightFragmentTemplate()
1015 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightFragmentTemplate()
1016 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightFragmentTemplate()
1086 string ndxStr = de::toString(lightNdx); in lightShaderUniforms() local
1088 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecializatio… in lightShaderUniforms()
1092 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecializ… in lightShaderUniforms()
1098 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecializa… in lightShaderUniforms()
1102 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nam… in lightShaderUniforms()
1106 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameS… in lightShaderUniforms()
1110 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + na… in lightShaderUniforms()