Searched refs:lightRegs (Results 1 – 2 of 2) sorted by relevance
912 vLight->shaderRegisters = lightRegs; in R_AddLightSurfaces()923 if ( !lightRegs[ lightStage->conditionRegister ] ) { in R_AddLightSurfaces()930 if ( lightRegs[ registers[0] ] < 0.001f ) { in R_AddLightSurfaces()931 lightRegs[ registers[0] ] = 0.0f; in R_AddLightSurfaces()933 if ( lightRegs[ registers[1] ] < 0.001f ) { in R_AddLightSurfaces()934 lightRegs[ registers[1] ] = 0.0f; in R_AddLightSurfaces()936 if ( lightRegs[ registers[2] ] < 0.001f ) { in R_AddLightSurfaces()937 lightRegs[ registers[2] ] = 0.0f; in R_AddLightSurfaces()946 if ( lightRegs[ registers[0] ] > 0.0f || in R_AddLightSurfaces()947 lightRegs[ registers[1] ] > 0.0f || in R_AddLightSurfaces()[all …]
695 const float *lightRegs = vLight->shaderRegisters; in RB_CreateSingleDrawInteractions() local745 if ( !lightRegs[ lightStage->conditionRegister ] ) { in RB_CreateSingleDrawInteractions()754 RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, backEnd.lightTextureMatrix ); in RB_CreateSingleDrawInteractions()768 lightColor[0] = backEnd.lightScale * lightRegs[ lightStage->color.registers[0] ]; in RB_CreateSingleDrawInteractions()769 lightColor[1] = backEnd.lightScale * lightRegs[ lightStage->color.registers[1] ]; in RB_CreateSingleDrawInteractions()770 lightColor[2] = backEnd.lightScale * lightRegs[ lightStage->color.registers[2] ]; in RB_CreateSingleDrawInteractions()771 lightColor[3] = lightRegs[ lightStage->color.registers[3] ]; in RB_CreateSingleDrawInteractions()