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Searched refs:baseColor (Results 1 – 18 of 18) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
Dcore3d_dm_df.frag33 const CORE_RELAXEDP vec4 baseColor =
37 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
41 // NOTE: add material flags to baseColor alpha
43 outColor = baseColor;
52 const CORE_RELAXEDP vec4 baseColor =
56 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
60 // NOTE: add material flags to baseColor alpha
64 outBaseColor = baseColor;
73 CORE_RELAXEDP vec4 baseColor =
77 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
[all …]
Dcore3d_dm_fw.frag91 const CORE_RELAXEDP vec4 baseColor =
95 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
101 return baseColor;
107 const CORE_RELAXEDP vec4 baseColor =
111 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
180 CORE_RELAXEDP vec4 color = baseColor * clamp(1.0 - fullShadowCoeff, 0.0, 1.0);
191 …CORE_RELAXEDP vec4 baseColor = GetBaseColorSample(inUv, instanceIdx) * GetUnpackBaseColor(instance…
194 if (baseColor.a < GetUnpackAlphaCutoff(instanceIdx)) {
199 baseColor.a = 1.0;
224 InputBrdfData brdfData = GetInputBRDF(baseColor, normNormal, inUv, instanceIdx);
[all …]
Dcore3d_dm_fw_reflection_plane.frag102 CORE_RELAXEDP vec4 baseColor = GetBaseColorSample(inUv) * GetUnpackBaseColor(0) * inColor;
105 if (baseColor.a < GetUnpackAlphaCutoff(0)) {
110 baseColor.a = 1.0;
128 InputBrdfData brdfData = GetInputBRDF(baseColor, normNormal, inUv, 0);
177 const vec3 Ft = GetTransmissionRadianceSample(fragUv, rr, roughness) * baseColor.rgb;
186 return vec4(color, baseColor.a);
Dcore3d_dm_fw.shader48 { "name" : "baseColor", "displayName" : "Base Color" },
111 { "name" : "baseColor", "displayName" : "Base Color" },
176 { "name" : "baseColor", "displayName" : "Base Color" },
Dcore3d_dm_fullscreen_deferred_shading.frag30 CORE_RELAXEDP vec4 baseColor;
42 fd.baseColor = vec4(0.0, 0.0, 0.0, 1.0);
59 GetUnpackBaseColorWithAo(subpassLoad(uGBufferBaseColor), fd.baseColor.rgb, fd.ao);
65 GetUnpackBaseColorWithAo(texture(uGBufferBaseColor, uv), fd.baseColor.rgb, fd.ao);
217 CORE_RELAXEDP vec3 color = fd.baseColor.rgb * clamp(1.0 - fullShadowCoeff, 0.0, 1.0);
226 InputBrdfData brdfData = CalcBRDFMetallicRoughness(fd.baseColor, fd.normal, fd.material);
Dcore3d_dm_fw_reflection_plane.shader40 "name": "baseColor",
/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
Dinplace_lighting_common.h64 InputBrdfData GetInputBRDF(vec4 baseColor, vec3 polygonNormal, vec4 uv, uint instanceIdx) in GetInputBRDF() argument
70 bd.f0.xyz = material.xyz * baseColor.a; // f0 reflectance multiplied for transparent in GetInputBRDF()
72 bd.diffuseColor = baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))); in GetInputBRDF()
78 bd.f0.xyz = mix(vec3(material.a), baseColor.rgb, metallic) * baseColor.a; in GetInputBRDF()
86 …bd.diffuseColor = mix(baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))), vec3(0.0), vec3… in GetInputBRDF()
89 bd.f0.xyz = mix(bd.f0.xyz, baseColor.rgb, metallic); in GetInputBRDF()
95 bd.f0.xyz = mix(vec3(material.a), baseColor.rgb, metallic) * baseColor.a; in GetInputBRDF()
98 bd.diffuseColor = mix(baseColor.rgb * (1.0 - bd.f0.xyz), vec3(0.0), vec3(metallic)); in GetInputBRDF()
/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/
Dbloom_upscale.frag31 const vec3 baseColor = subpassLoad(uInputColor).rgb;
32 color = min((color + baseColor), CORE_BLOOM_CLAMP_MAX_VALUE);
Dbloom_combine.frag31 const vec3 baseColor = texture(sampler2D(uTex, uSampler), uv).xyz;
35 …vec3 finalColor = min(bloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE);
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
D3d_dm_lighting_common.h64 InputBrdfData CalcBRDFMetallicRoughness(vec4 baseColor, vec3 polygonNormal, vec4 material) in CalcBRDFMetallicRoughness() argument
70 …mix(vec3(material.a), baseColor.rgb, metallic) * baseColor.a; // f0 reflectance multiplied for tra… in CalcBRDFMetallicRoughness()
73 bd.diffuseColor = mix(baseColor.rgb * (1.0 - bd.f0.xyz), vec3(0.0), vec3(metallic)); in CalcBRDFMetallicRoughness()
93 InputBrdfData CalcBRDFSpecularGlossiness(vec4 baseColor, vec3 polygonNormal, vec4 material) in CalcBRDFSpecularGlossiness() argument
97 bd.f0.xyz = material.xyz * baseColor.a; // f0 reflectance multiplied for transparent in CalcBRDFSpecularGlossiness()
99 bd.diffuseColor = baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))); in CalcBRDFSpecularGlossiness()
119 InputBrdfData CalcBRDFSpecular(vec4 baseColor, vec3 polygonNormal, vec4 material, vec4 specular) in CalcBRDFSpecular() argument
126 …mix(vec3(material.a), baseColor.rgb, metallic) * baseColor.a; // f0 reflectance multiplied for tra… in CalcBRDFSpecular()
132 …bd.diffuseColor = mix(baseColor.rgb * (1.0 - max(bd.f0.x, max(bd.f0.y, bd.f0.z))), vec3(0.0), vec3… in CalcBRDFSpecular()
135 bd.f0.xyz = mix(bd.f0.xyz, baseColor.rgb, metallic); in CalcBRDFSpecular()
/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/computeshader/
Dbloom_upscale.comp33 const vec3 baseColor = imageLoad(uRTex, coords).xyz;
34 color = min((color + baseColor), CORE_BLOOM_CLAMP_MAX_VALUE);
Dbloom_combine.comp27 const vec3 baseColor = texture(sampler2D(uTex, uSampler), uv).xyz;
32 …vec3 finalColor = min(bloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE);
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
Drender_node_default_camera_controller.cpp72 RenderHandle baseColor; member
85 targets.baseColor.GetHandle(), in FillCreatedTargets()
215 createdTargets.baseColor = gpuResourceMgr.Create( in CreateDeferredTargets()
218 createdTargets.baseColor = gpuResourceMgr.Create(createdTargets.baseColor, desc); in CreateDeferredTargets()
526 …sterRenderNodeOutput(DefaultMaterialRenderNodeConstants::CORE_DM_CAMERA_BASE_COLOR, cth.baseColor); in RegisterOutputs()
Drender_node_default_camera_controller.h66 RENDER_NS::RenderHandleReference baseColor; member
/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/
Dbloom_common.h28 vec3 bloomCombine(vec3 baseColor, vec3 bloomColor, vec4 bloomParameters) in bloomCombine() argument
30 return baseColor + bloomColor * bloomParameters.z; in bloomCombine()
/foundation/graphic/graphic_2d/rosen/modules/render_service/core/pipeline/round_corner_display/
Drs_rcd_surface_render_node.cpp232 uint32_t baseColor = 0; in SetHardwareResourceToBuffer() member
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
Drender_system.cpp572 const Math::Vec4 baseColor = { in InputMaterialUniformsFromMaterialComponent() local
583 texRef.factor = baseColor; in InputMaterialUniformsFromMaterialComponent()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/
Dmaterial_component_manager.cpp285 …DECL_NAMED_PROPERTY2(baseColor, textures[MaterialComponent::TextureIndex::BASE_COLOR], "Base color…