Lines Matching refs:ndxStr
774 string ndxStr = de::toString(lightNdx);
777 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
778 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
782 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
783 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
784 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
785 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
858 string ndxStr = de::toString(lightNdx);
861 " /* Light " + ndxStr + " */\n";
866 " mediump float distanceToLight" + ndxStr + " = distance(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC});\n"
867 " mediump vec3 directionToLight" + ndxStr + " = normalize(direction(eyePosition, u_light" + ndxStr + "_position${NAME_SPEC}));\n";
871 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
872 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
873 "u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
874 "u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n";
877 " v_directionToLight${NAME_SPEC}[" + ndxStr + "] = directionToLight" + ndxStr + ";\n"
878 " v_distanceToLight${NAME_SPEC}[" + ndxStr + "] = distanceToLight" + ndxStr + ";\n";
884 " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
885 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
886 " 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";
923 string ndxStr = de::toString(lightNdx);
926 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n"
927 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n";
931 "uniform mediump vec4 u_light" + ndxStr + "_position${NAME_SPEC};\n"
932 "uniform mediump float u_light" + ndxStr + "_constantAttenuation${NAME_SPEC};\n"
933 "uniform mediump float u_light" + ndxStr + "_linearAttenuation${NAME_SPEC};\n"
934 "uniform mediump float u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC};\n";
1003 string ndxStr = de::toString(lightNdx);
1006 " /* Light " + ndxStr + " */\n";
1010 " mediump vec3 directionToLight" + ndxStr + " = normalize(v_directionToLight${NAME_SPEC}[" + ndxStr + "]);\n"
1011 " mediump float distanceToLight" + ndxStr + " = v_distanceToLight${NAME_SPEC}[" + ndxStr + "];\n"
1012 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
1013 " color.rgb += computeLighting(directionToLight" + ndxStr + ", halfVector" + ndxStr + ", eyeNormal, u_light" + ndxStr + "_color${NAME_SPEC}, u_material_diffuseColor${NAME_SPEC}.rgb, "
1014 "u_material_specularColor${NAME_SPEC}, u_material_shininess${NAME_SPEC}) * computeDistanceAttenuation(distanceToLight" + ndxStr + ", u_light" + ndxStr + "_constantAttenuation${NAME_SPEC}, "
1015 "u_light" + ndxStr + "_linearAttenuation${NAME_SPEC}, u_light" + ndxStr + "_quadraticAttenuation${NAME_SPEC});\n"
1019 " mediump vec3 directionToLight" + ndxStr + " = -u_light" + ndxStr + "_direction${NAME_SPEC};\n"
1020 " mediump vec3 halfVector" + ndxStr + " = normalize(directionToLight" + ndxStr + " + vec3(0.0, 0.0, 1.0));\n"
1021 " 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"
1091 string ndxStr = de::toString(lightNdx);
1093 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecialization,
1097 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecialization,
1103 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecialization,
1107 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nameSpecialization,
1111 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameSpecialization,
1115 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + nameSpecialization,