Lines Matching refs:lightIndex
159 for (u32 lightIndex = 0; lightIndex < MAX_LIGHT_NUM; lightIndex++) in InitializeLights() local
161 s_LightArray[lightIndex].Initialize(); in InitializeLights()
165 u32 lightIndex = 0; in InitializeLights() local
166 s_LightArray[lightIndex].m_Ambient[0] = 0.0f; in InitializeLights()
167 s_LightArray[lightIndex].m_Ambient[1] = 0.0f; in InitializeLights()
168 s_LightArray[lightIndex].m_Ambient[2] = 0.0f; in InitializeLights()
169 s_LightArray[lightIndex].m_Ambient[3] = 1.0f; in InitializeLights()
170 s_LightArray[lightIndex].m_Diffuse[0] = 0.9f; in InitializeLights()
171 s_LightArray[lightIndex].m_Diffuse[1] = 0.9f; in InitializeLights()
172 s_LightArray[lightIndex].m_Diffuse[2] = 0.9f; in InitializeLights()
173 s_LightArray[lightIndex].m_Diffuse[3] = 1.0f; in InitializeLights()
174 s_LightArray[lightIndex].m_Specular0[0] = 0.0f; in InitializeLights()
175 s_LightArray[lightIndex].m_Specular0[1] = 0.0f; in InitializeLights()
176 s_LightArray[lightIndex].m_Specular0[2] = 0.0f; in InitializeLights()
177 s_LightArray[lightIndex].m_Specular0[3] = 0.0f; in InitializeLights()
380 u32 lightIndex = 0; in UseShaderTexture() local
382 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_AMBIENT], 1, s_LightArray[lightIndex].m_Ambient); in UseShaderTexture()
383 …ons[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_DIFFUSE], 1, s_LightArray[lightIndex].m_Diffuse); in UseShaderTexture()
384 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR0], 1, s_LightArray[lightIndex].m_Specular0); in UseShaderTexture()
385 …demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR1], 1, s_LightArray[lightIndex].m_Specular1); in UseShaderTexture()