Lines Matching refs:ndxStr
774 string ndxStr = de::toString(lightNdx); in lightVertexTemplate() local
777 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" in lightVertexTemplate()
778 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; in lightVertexTemplate()
782 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n" in lightVertexTemplate()
783 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n" in lightVertexTemplate()
784 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n" in lightVertexTemplate()
785 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n"; in lightVertexTemplate()
858 string ndxStr = de::toString(lightNdx); in lightVertexTemplate() local
861 " /* Light " + ndxStr + " */\n"; in lightVertexTemplate()
866 …" mediump float distanceToLight" + ndxStr + " = distance(eyePosition, u_light" + ndxStr + "_positi… in lightVertexTemplate()
867 …" mediump vec3 directionToLight" + ndxStr + " = normalize(direction(eyePosition, u_light" + ndxStr… in lightVertexTemplate()
871 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightVertexTemplate()
872 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightVertexTemplate()
873 …${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_co… in lightVertexTemplate()
874 …"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${… in lightVertexTemplate()
877 " v_directionToLight${NAME_SPEC}[" + ndxStr + "] = directionToLight" + ndxStr + ";\n" in lightVertexTemplate()
878 " v_distanceToLight${NAME_SPEC}[" + ndxStr + "] = distanceToLight" + ndxStr + ";\n"; in lightVertexTemplate()
884 … " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n" in lightVertexTemplate()
885 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightVertexTemplate()
886 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightVertexTemplate()
923 string ndxStr = de::toString(lightNdx); in lightFragmentTemplate() local
926 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" in lightFragmentTemplate()
927 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; in lightFragmentTemplate()
931 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n" in lightFragmentTemplate()
932 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n" in lightFragmentTemplate()
933 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n" in lightFragmentTemplate()
934 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n"; in lightFragmentTemplate()
1003 string ndxStr = de::toString(lightNdx); in lightFragmentTemplate() local
1006 " /* Light " + ndxStr + " */\n"; in lightFragmentTemplate()
1010 …" mediump vec3 directionToLight" + ndxStr + " = normalize(v_directionToLight${NAME_SPEC}[" + ndxSt… in lightFragmentTemplate()
1011 … " mediump float distanceToLight" + ndxStr + " = v_distanceToLight${NAME_SPEC}[" + ndxStr + "];\n" in lightFragmentTemplate()
1012 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightFragmentTemplate()
1013 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightFragmentTemplate()
1014 …${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_co… in lightFragmentTemplate()
1015 …"u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${… in lightFragmentTemplate()
1019 … " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n" in lightFragmentTemplate()
1020 …" mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0… in lightFragmentTemplate()
1021 …rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_ligh… in lightFragmentTemplate()
1091 string ndxStr = de::toString(lightNdx); in lightShaderUniforms() local
1093 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecializatio… in lightShaderUniforms()
1097 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecializ… in lightShaderUniforms()
1103 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecializa… in lightShaderUniforms()
1107 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nam… in lightShaderUniforms()
1111 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameS… in lightShaderUniforms()
1115 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + na… in lightShaderUniforms()