| /foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
| D | core3d_dm_df.frag | 33 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 …]
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| D | core3d_dm_fw.frag | 91 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 …]
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| D | core3d_dm_fw_reflection_plane.frag | 102 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);
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| D | core3d_dm_fw.shader | 48 { "name" : "baseColor", "displayName" : "Base Color" }, 111 { "name" : "baseColor", "displayName" : "Base Color" }, 176 { "name" : "baseColor", "displayName" : "Base Color" },
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| D | core3d_dm_fullscreen_deferred_shading.frag | 30 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);
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| D | core3d_dm_fw_reflection_plane.shader | 40 "name": "baseColor",
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| /foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
| D | inplace_lighting_common.h | 64 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()
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| /foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/ |
| D | bloom_upscale.frag | 31 const vec3 baseColor = subpassLoad(uInputColor).rgb; 32 color = min((color + baseColor), CORE_BLOOM_CLAMP_MAX_VALUE);
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| D | bloom_combine.frag | 31 const vec3 baseColor = texture(sampler2D(uTex, uSampler), uv).xyz; 35 …vec3 finalColor = min(bloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE);
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| /foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
| D | 3d_dm_lighting_common.h | 64 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()
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| /foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/computeshader/ |
| D | bloom_upscale.comp | 33 const vec3 baseColor = imageLoad(uRTex, coords).xyz; 34 color = min((color + baseColor), CORE_BLOOM_CLAMP_MAX_VALUE);
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| D | bloom_combine.comp | 27 const vec3 baseColor = texture(sampler2D(uTex, uSampler), uv).xyz; 32 …vec3 finalColor = min(bloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE);
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| /foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
| D | render_node_default_camera_controller.cpp | 72 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()
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| D | render_node_default_camera_controller.h | 66 RENDER_NS::RenderHandleReference baseColor; member
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| /foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/ |
| D | bloom_common.h | 28 vec3 bloomCombine(vec3 baseColor, vec3 bloomColor, vec4 bloomParameters) in bloomCombine() argument 30 return baseColor + bloomColor * bloomParameters.z; in bloomCombine()
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| /foundation/graphic/graphic_2d/rosen/modules/render_service/core/pipeline/round_corner_display/ |
| D | rs_rcd_surface_render_node.cpp | 232 uint32_t baseColor = 0; in SetHardwareResourceToBuffer() member
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| /foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
| D | render_system.cpp | 572 const Math::Vec4 baseColor = { in InputMaterialUniformsFromMaterialComponent() local 583 texRef.factor = baseColor; in InputMaterialUniformsFromMaterialComponent()
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| /foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/ |
| D | material_component_manager.cpp | 285 …DECL_NAMED_PROPERTY2(baseColor, textures[MaterialComponent::TextureIndex::BASE_COLOR], "Base color…
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