Lines Matching refs:m_Position
338 s_LightArray[lightIndex].m_Position[0] = 0.0f; in UpdateLights()
339 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * cosPhi; in UpdateLights()
340 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
345 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
346 s_LightArray[lightIndex].m_Position[1] = 0.0f; in UpdateLights()
347 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
352 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
353 s_LightArray[lightIndex].m_Position[1] = s_LightRadius * sinPhi; in UpdateLights()
354 s_LightArray[lightIndex].m_Position[2] = 0.0f; in UpdateLights()
359 s_LightArray[lightIndex].m_Position[0] = s_LightRadius * cosPhi; in UpdateLights()
360 s_LightArray[lightIndex].m_Position[1] = 0.0f; in UpdateLights()
361 s_LightArray[lightIndex].m_Position[2] = s_LightRadius * sinPhi; in UpdateLights()
365 s_LightSphereArray[index].SetWorldPosition(s_LightArray[index].m_Position[0], in UpdateLights()
366 s_LightArray[index].m_Position[1], s_LightArray[index].m_Position[2]); in UpdateLights()
431 …ition(s_LightArray[lightIndex].m_Position[0], s_LightArray[lightIndex].m_Position[1], s_LightArray… in UseShader()
451 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
452 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
453 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()
472 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
473 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
474 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()
493 position.x = s_LightArray[lightIndex].m_Position[0]; in UseShader()
494 position.y = s_LightArray[lightIndex].m_Position[1]; in UseShader()
495 position.z = s_LightArray[lightIndex].m_Position[2]; in UseShader()