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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/shaders/common/
H A Drender_color_conversion_common.h28 float CalcLuma(const vec3 color) in CalcLuma()
37 float CalcLumaFxaa(const vec3 color) in CalcLumaFxaa()
54 vec3 TonemapLuma(const vec3 color, const float luma, const float range) in TonemapLuma()
62 vec3 TonemapLumaInv(const vec3 color, const float luma, const float range) in TonemapLumaInv()
71 vec3 SrgbToLinear(const vec3 srgb) in SrgbToLinear()
76 const vec3 high = pow((srgb + 0.055f) * mhigh, vec3(2. in SrgbToLinear()
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H A Drender_post_process_blocks.h28 void PostProcessTonemapBlock(in uint postProcessFlags, in vec4 tonemapFactor, in vec3 inCol, out vec3 outCol) in PostProcessTonemapBlock()
33 const vec3 x = outCol * exposure; in PostProcessTonemapBlock()
50 in uint postProcessFlags, in vec4 vignetteFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessVignetteBlock()
65 in sampler2D imgSampler, in vec3 inCol, out vec3 outCol) in PostProcessColorFringeBlock()
88 void PostProcessDitherBlock(in uint postProcessFlags, in vec4 ditherFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessDitherBlock()
101 in uint postProcessFlags, in vec4 colorConversionFactor, in vec3 inCo in PostProcessColorConversionBlock()
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H A Drender_tonemap_common.h25 vec3 TonemapAces(vec3 x) in TonemapAces()
39 vec3 TonemapAcesFilmRec2020(vec3 x) in TonemapAcesFilmRec2020()
63 vec3 TonemapFilmic(vec3 x) in TonemapFilmic()
72 const vec3 curr = ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f; in TonemapFilmic()
74 return curr * vec3(whiteScale); in TonemapFilmic()
H A Drender_blur_common.h69 vec3 GaussianBlurRGB( in GaussianBlurRGB()
72 vec3 color = textureLod(sampler2D(tex, sampl), uv, 0).xyz * CORE_BLUR_WEIGHTS[0]; in GaussianBlurRGB()
138 texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) in GaussianBlurRGBALayer()
140 vec4 color = textureLod(sampler2DArray(tex, sampl), vec3(uv, dirLayer.z), 0) * CORE_BLUR_WEIGHTS[0]; in GaussianBlurRGBALayer()
146 textureLod(sampler2DArray(tex, sampl), vec3((vec2(fragCoord) + currOffset) * invTexSize, dirLayer.z), 0) * in GaussianBlurRGBALayer()
149 textureLod(sampler2DArray(tex, sampl), vec3((vec2(fragCoord) - currOffset) * invTexSize, dirLayer.z), 0) * in GaussianBlurRGBALayer()
156 vec3 GaussianBlurRGBLayer( in GaussianBlurRGBLayer()
157 texture2DArray tex, sampler sampl, const vec2 fragCoord, const vec2 uv, const vec3 dirLayer, const vec2 invTexSize) in GaussianBlurRGBLayer()
159 vec3 color = textureLod(sampler2DArray(tex, sampl), vec3(u in GaussianBlurRGBLayer()
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H A Drender_compatibility_common.h29 using vec3 = BASE_NS::Math::Vec3;
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h34 vec3 diffuseColor;
40 vec3 pos;
41 vec3 N;
43 vec3 V;
46 vec3 diffuseColor;
50 vec3 pos;
51 vec3 N;
53 vec3 V;
56 vec3 diffuseColor;
62 vec3 ccNorma
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H A D3d_dm_target_packing_common.h30 vec2 NormalOctEncode(in vec3 normal) in NormalOctEncode()
32 vec3 n = normal; in NormalOctEncode()
38 vec3 NormalOctDecode(in vec2 f) in NormalOctDecode()
41 vec3 n = vec3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); in NormalOctDecode()
93 vec4 GetPackBaseColorWithAo(in vec3 col, in float ao) in GetPackBaseColorWithAo()
98 vec3 GetPackNormal(in vec3 normal) in GetPackNormal()
101 return vec3(NormalOctEncode(normal), 0.0); in GetPackNormal()
103 return vec3(norma in GetPackNormal()
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H A D3d_dm_brdf_common.h43 float SpecularHorizonOcclusion(vec3 R, vec3 N) in SpecularHorizonOcclusion()
73 vec3 f0ClearcoatToSurface(const vec3 f0) in f0ClearcoatToSurface()
87 vec3 fSchlick(vec3 f0, float VoH) in fSchlick()
101 vec3 fSchlick(vec4 f0, float VoH) in fSchlick()
118 vec3 d = vec3(ab * ToH, at * BoH, a2 * NoH); in dGGXAnisotropic()
145 float gv = NoL * length(vec3(a in vGGXAnisotropic()
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H A D3d_dm_indirect_lighting_common.h34 vec3 unpackEnvMap(vec4 envColorRgbd) in unpackEnvMap()
40 vec3 unpackIblRadiance(vec4 envColorRgbd) in unpackIblRadiance()
46 vec3 unpackIblIrradianceSH(vec3 n, vec4 sh[CORE_DEFAULT_MATERIAL_MAX_SH_VEC3_VALUE_COUNT]) in unpackIblIrradianceSH()
49 return max(vec3(0.0), sh[0].xyz in unpackIblIrradianceSH()
60 vec3 EnvBRDFApprox(vec3 f0, float roughness, float NoV) in EnvBRDFApprox()
H A D3d_dm_inout_common.h24 layout(location = 0) in vec3 inPosition;
25 layout(location = 1) in vec3 inNormal;
35 layout(location = 0) out vec3 outPos; // worldspace
36 layout(location = 1) out vec3 outNormal; // worldspace
45 layout(location = 0) in vec3 inPos; // worldspace
46 layout(location = 1) in vec3 inNormal; // worldspace
55 layout(location = 0) in vec3 inPosition;
H A D3d_dm_inplace_fog_common.h44 void InplaceFogBlock(in uint flags, in vec3 worldPos, in vec3 camWorldPos, in vec4 inCol, out vec3 outCol) in InplaceFogBlock()
48 const vec3 cameraToPointVector = worldPos - camWorldPos; in InplaceFogBlock()
86 const vec3 fogColor = inscatteringColor.rgb * inscatteringColor.a + envMapColor.rgb * envMapColor.a; in InplaceFogBlock()
87 const vec3 baseColor = inCol.rgb; in InplaceFogBlock()
H A D3d_dm_shadowing_common.h27 vec2 ComputeReceiverPlaneDepthBias(const vec3 uvDdx, const vec3 uvDdy) in ComputeReceiverPlaneDepthBias()
45 return texture(shadow, vec3(baseUv + uvOffset, compZ)).x; in GetPcfSample()
48 bool ValidShadowRange(const vec3 shadowCoord, float stepSize, float shadowIdx) in ValidShadowRange()
61 const vec3 shadowCoord = inShadowCoord.xyz / inShadowCoord.w; in CalcPcfShadow()
78 const vec3 shadowDdx = dFdx(shadowCoord); in CalcPcfShadow()
79 const vec3 shadowDdy = dFdy(shadowCoord); in CalcPcfShadow()
133 const vec3 shadowCoord = inShadowCoord.xyz / inShadowCoord.w; in CalcPcfShadowMed()
150 const vec3 shadowDdx = dFdx(shadowCoord); in CalcPcfShadowMed()
151 const vec3 shadowDd in CalcPcfShadowMed()
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H A D3d_dm_inplace_sampling_common.h85 vec3 GetNormalSample(const vec4 uvInput) in GetNormalSample()
91 vec3 GetNormalSample(const vec4 uvInput, const uint instanceIdx) in GetNormalSample()
111 vec3 GetEmissiveSample(const vec4 uvInput) in GetEmissiveSample()
117 vec3 GetEmissiveSample(const vec4 uvInput, const uint instanceIdx) in GetEmissiveSample()
162 vec3 GetClearcoatNormalSample(const vec4 uvInput) in GetClearcoatNormalSample()
168 vec3 GetClearcoatNormalSample(const vec4 uvInput, const uint instanceIdx) in GetClearcoatNormalSample()
175 vec3 GetSheenSample(const vec4 uvInput) in GetSheenSample()
181 vec3 GetSheenSample(const vec4 uvInput, const uint instanceIdx) in GetSheenSample()
290 vec3 GetUnpackEmissiveColor(const uint instanceIdx) in GetUnpackEmissiveColor()
340 vec2 GetFinalCalculatedVelocity(in vec3 po
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H A D3d_dm_inplace_env_common.h40 * The value is return in out vec3 color
67 const vec3 worldView = mat3(uEnvironmentData.envRotation) * normalize(farPlane.xyz - nearPlane.xyz); in InplaceEnvironmentBlock()
84 const vec3 camPos = uCameras[cameraIdx].viewInv[3].xyz; in InplaceEnvironmentBlock()
85 vec3 fogColor = color.rgb; in InplaceEnvironmentBlock()
H A D3d_dm_structures_common.h572 vec3 GetUnpackEmissiveColor(const DefaultMaterialMaterialStruct dmms) in GetUnpackEmissiveColor()
577 vec3 GetUnpackEmissiveColor(const DefaultMaterialMaterialStruct dmms, const uint instanceIdx) in GetUnpackEmissiveColor()
/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample/
H A Dcube_demo.js28 varying vec3 v_Color;
33 vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
35 vec3 lightPosition = vec3(3.0,8.0,16.0);
36 vec3 lightDirection = normalize(lightPosition - vec3(vertexPosition));
37 vec3 lightColor = vec3(1.0,1.0,1.0);
38 vec3 diffus
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/foundation/graphic/graphic_2d/rosen/samples/webgl/entry/src/main/js/MainAbility/pages/index/sample2/
H A Dcube2_demo.js28 out vec3 v_Color;
33 vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));
35 vec3 lightPosition = vec3(3.0,8.0,16.0);
36 vec3 lightDirection = normalize(lightPosition - vec3(vertexPosition));
37 vec3 lightColor = vec3(1.0,1.0,1.0);
38 vec3 diffus
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/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h29 vec3 CalculateLightInplace(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingDataInplace sd, in CalculateLightInplace()
32 const vec3 H = normalize(L + sd.V); in CalculateLightInplace()
37 vec3 calculatedColor = vec3(0.0); in CalculateLightInplace()
41 const vec3 sheenSpec = ssv.sheenColor * (sheenD * sheenV); // F = 1.0 in CalculateLightInplace()
59 calculatedColor += vec3(ccSpec * ccNoL); in CalculateLightInplace()
63 const vec3 F = fSchlick(sd.f0, VoH); in CalculateLightInplace()
64 const vec3 specContri in CalculateLightInplace()
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/foundation/multimedia/image_effect/frameworks/native/render_environment/core/
H A Drender_opengl_renderer.cpp70 trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
74 trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
79 trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
84 trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
88 trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
93 trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
98 trans = glm::rotate(trans, glm::radians(270.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
102 trans = glm::rotate(trans, glm::radians(270.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
107 trans = glm::rotate(trans, glm::radians(270.0f), glm::vec3(0.0, 0.0, 1.0)); in ProcessTransform()
/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/test/simple/snippets/
H A Dcore_lerp_blocks.h20 void GenericLerp(in vec3 a, in vec3 b, in float t, out vec3 c) in GenericLerp()
/foundation/window/window_manager/test/fuzztest/wms/windowutilmath_fuzzer/
H A Dwindowutilmath_fuzzer.cpp85 void InitVector3(OHOS::Rosen::TransformHelper::Vector3& vec3, in InitVector3() argument
91 startPos += GetObject<float>(vec3.x_, data + startPos, size - startPos); in InitVector3()
92 startPos += GetObject<float>(vec3.y_, data + startPos, size - startPos); in InitVector3()
93 startPos += GetObject<float>(vec3.y_, data + startPos, size - startPos); in InitVector3()
135 OHOS::Rosen::TransformHelper::Vector3 vec3; in WindowUtilMathFuzzPart1() local
136 InitVector3(vec3, data, size, startPos); in WindowUtilMathFuzzPart1()
137 OHOS::Rosen::TransformHelper::CreateTranslation(vec3); in WindowUtilMathFuzzPart1()
163 OHOS::Rosen::TransformHelper::Vector3 vec3; in WindowUtilMathFuzzPart2() local
164 InitVector3(vec3, data, size, startPos); in WindowUtilMathFuzzPart2()
165 OHOS::Rosen::TransformHelper::Transform(vec3, mat in WindowUtilMathFuzzPart2()
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/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/
H A Dbloom_common.h32 vec3 bloomCombine(vec3 baseColor, vec3 bloomColor, vec4 bloomParameters) in bloomCombine()
43 vec3 bloomDownscaleWeighted9(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscaleWeighted9()
45 vec3 colSample = textureLod(sampler2D(tex, sampl), uv + vec2(-0.96875, 0.96875) * invTexSize, 0).xyz; in bloomDownscaleWeighted9()
47 vec3 color = colSample * (8.0 / 128.0) * weight; in bloomDownscaleWeighted9()
105 vec3 bloomDownscale9(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscale9()
107 vec3 color = textureLod(sampler2D(tex, sampl), uv + vec2(-invTexSize.x, invTexSize.y), 0).rgb * (8.0 / 128.0); in bloomDownscale9()
124 vec3 bloomDownscaleWeighted(vec2 uv, vec2 invTexSize, texture2D tex, sampler sampl) in bloomDownscaleWeighted()
136 vec3 colSampl in bloomDownscaleWeighted()
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/foundation/multimedia/image_effect/frameworks/native/render_environment/base/math/
H A Drender_vector.h22 #include "glm/vec3.hpp"
29 typedef glm::vec3 Vec3;
/foundation/multimedia/image_effect/frameworks/native/render_environment/
H A Drender_environment.cpp328 trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0)); in GetTransformMatrix()
331 trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0, 0.0, 1.0)); in GetTransformMatrix()
334 trans = glm::rotate(trans, glm::radians(270.0f), glm::vec3(0.0, 0.0, 1.0)); in GetTransformMatrix()
/foundation/graphic/graphic_3d/lume/LumeBase/api/base/math/
H A Dmatrix_util.h415 const Vec4 vec3(m.y.w, m.x.w, m.x.w, m.x.w); in Inverse()
417 const Vec4 inv0(vec1 * fac0 - vec2 * fac1 + vec3 * fac2); in Inverse()
418 const Vec4 inv1(vec0 * fac0 - vec2 * fac3 + vec3 * fac4); in Inverse()
419 const Vec4 inv2(vec0 * fac1 - vec1 * fac3 + vec3 * fac5); in Inverse()

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