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Help
Searched
refs:shaderName
(Results
1 - 9
of
9
) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H
A
D
render_node_compute_generic.cpp
239
const auto
shaderName
= parserUtil.GetStringValue(jsonVal, "shader");
in ParseRenderNodeInputs()
local
241
shader_ = shaderMgr.GetShaderHandle(
shaderName
);
in ParseRenderNodeInputs()
H
A
D
render_node_back_buffer.cpp
214
const auto
shaderName
= parserUtil.GetStringValue(jsonVal, "shader");
in ParseRenderNodeInputs()
local
216
shader_ = shaderMgr.GetShaderHandle(
shaderName
);
in ParseRenderNodeInputs()
H
A
D
render_node_fullscreen_generic.cpp
228
const auto
shaderName
= parserUtil.GetStringValue(jsonVal, "shader");
in ParseRenderNodeInputs()
local
230
pipelineData_.shader = shaderMgr.GetShaderHandle(
shaderName
);
in ParseRenderNodeInputs()
H
A
D
render_node_single_post_process.cpp
529
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
D
render_node_mip_chain_post_process.cpp
472
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
D
render_node_camera_single_post_process.cpp
620
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
D
render_node_camera_cubemap.cpp
544
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
D
render_node_default_material_deferred_shading.cpp
568
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
D
render_data_store_post_process.cpp
395
const Math::Vec4& factor, const string_view
shaderName
) {
400
pp.shader =
shaderName
.empty() ? RenderHandleReference {} : shaderMgr.GetShaderHandle(
shaderName
);
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