Lines Matching refs:m_normalizedDirection
210 QByteArray m_normalizedDirection; member
386 m_normalizedDirection = inLightPrefix + "_areaDir"; in outputDiffuseAreaLighting()
387 addLocalVariable(infragmentShader, m_normalizedDirection, "vec3"); in outputDiffuseAreaLighting()
388 …z, " << m_lightUp << ", " << m_lightRt << ", " << inPos << ", " << m_normalizedDirection << ");\n"; in outputDiffuseAreaLighting()
399 …" * sampleAreaGlossyDefault(tanFrame, " << inPos << ", " << m_normalizedDirection << ", " << m_lig… in outputSpecularAreaLighting()
411 …ent_thickness_exp * diffuseReflectionWrapBSDF(-world_normal, " << m_normalizedDirection << ", " <<… in addTranslucencyIrradiance()
413 …nt_thickness_exp * diffuseReflectionWrapBSDF(-world_normal, -" << m_normalizedDirection << ", " <<… in addTranslucencyIrradiance()
1186 m_normalizedDirection = tempStr; in generateFragmentShader()
1187 m_normalizedDirection.append("_Frame"); in generateFragmentShader()
1189 addLocalVariable(fragmentShader, m_normalizedDirection, "mat3"); in generateFragmentShader()
1190 …fragmentShader << " " << m_normalizedDirection << " = mat3(" << m_lightRt << ".xyz, " << m_ligh… in generateFragmentShader()
1209 …rgb * lightAttenuation * diffuseReflectionBSDF(world_normal, " << m_normalizedDirection << ", " <<… in generateFragmentShader()
1223 m_normalizedDirection = m_relativeDirection; in generateFragmentShader()
1224 m_normalizedDirection.append("_normalized"); in generateFragmentShader()
1231 …" vec3 " << m_normalizedDirection << " = " << m_relativeDirection << " / " << m_relativeDistanc… in generateFragmentShader()
1241 … fragmentShader << " float " << m_spotAngle << " = dot(" << m_normalizedDirection in generateFragmentShader()
1249 …r << " shadowFac = shadow_map_occl * customMaterialShadow(" << m_normalizedDirection << ", varW… in generateFragmentShader()
1274 << m_normalizedDirection << ", " in generateFragmentShader()
1280 …outputSpecularEquation(material()->specularModel, fragmentShader, m_normalizedDirection, m_lightSp… in generateFragmentShader()