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Searched refs:shaderName (Results 1 - 9 of 9) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_compute_generic.cpp239 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
241 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_back_buffer.cpp214 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
216 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_fullscreen_generic.cpp228 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
230 pipelineData_.shader = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_single_post_process.cpp529 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
531 if (!shaderName.empty()) { in ParseRenderNodeInputs()
532 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_mip_chain_post_process.cpp472 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
474 pipelineData_.shader = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_camera_single_post_process.cpp620 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
622 if (!shaderName.empty()) { in ParseRenderNodeInputs()
623 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_camera_cubemap.cpp544 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
546 if (!shaderName.empty()) { in ParseRenderNodeInputs()
547 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
H A Drender_node_default_material_deferred_shading.cpp568 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() local
570 shader_ = shaderMgr.GetShaderHandle(shaderName); in ParseRenderNodeInputs()
/foundation/graphic/graphic_3d/lume/LumeRender/src/datastore/
H A Drender_data_store_post_process.cpp395 const Math::Vec4& factor, const string_view shaderName) {
400 pp.shader = shaderName.empty() ? RenderHandleReference {} : shaderMgr.GetShaderHandle(shaderName);

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