Lines Matching refs:ndxStr

773 		string ndxStr = de::toString(lightNdx);
776 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
777 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
781 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
782 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
783 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
784 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
857 string ndxStr = de::toString(lightNdx);
860 " /* Light " + ndxStr + " */\n";
865 " mediump float distanceToLight" + ndxStr + " = distance(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC});\n"
866 " mediump vec3 directionToLight" + ndxStr + " = normalize(direction(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC}));\n";
870 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
871 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
872 "u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
873 "u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n";
876 " v_directionToLight${NAME_SPEC}[" + ndxStr + "] = directionToLight" + ndxStr + ";\n"
877 " v_distanceToLight${NAME_SPEC}[" + ndxStr + "] = distanceToLight" + ndxStr + ";\n";
883 " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
884 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
885 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC});\n";
918 string ndxStr = de::toString(lightNdx);
921 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
922 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
926 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
927 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
928 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
929 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
998 string ndxStr = de::toString(lightNdx);
1001 " /* Light " + ndxStr + " */\n";
1005 " mediump vec3 directionToLight" + ndxStr + " = normalize(v_directionToLight${NAME_SPEC}[" + ndxStr + "]);\n"
1006 " mediump float distanceToLight" + ndxStr + " = v_distanceToLight${NAME_SPEC}[" + ndxStr + "];\n"
1007 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
1008 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
1009 "u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
1010 "u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n"
1014 " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
1015 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
1016 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC});\n"
1086 string ndxStr = de::toString(lightNdx);
1088 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecialization,
1092 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecialization,
1098 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecialization,
1102 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nameSpecialization,
1106 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameSpecialization,
1110 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + nameSpecialization,