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Searched refs:s_GlobalAmbientLight (Results 1 – 8 of 8) sorted by relevance

/CTR-SDK-4.2.7-SampleDemos/gx/Api/Draw3d/
Dgx_Draw3d.cpp45 f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; variable
225 …s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheSimple/
Dgx_CommandCacheSimple.cpp67 f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; variable
230 …mo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformFrame/
Dgx_CommandCacheVSUniformFrame.cpp68 f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; variable
301 …s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformModel/
Dgx_CommandCacheVSUniformModel.cpp77 f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; variable
314 …s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in SetFragmentUniforms()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/RenderToTexture/
Dgx_RenderToTexture.cpp47 f32 s_GlobalAmbientLight[] = { 0.4f, 0.4f, 0.4f, 1.0f}; variable
377 …mo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShaderTexture()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandListDouble/
Dgx_CommandListDouble.cpp50 f32 s_GlobalAmbientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f}; variable
521 …mo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/VertexBuffer/
Dgx_VertexBuffer.cpp84 f32 s_GlobalAmbientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f}; variable
807 …s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()
/CTR-SDK-4.2.7-SampleDemos/gx/Api/FragmentLightingSimple/
Dgx_FragmentLightingSimple.cpp47 f32 s_GlobalAmbientLight[] = { 0.4f, 0.4f, 0.4f, 1.0f}; variable
419 …mo::s_UniformLocations[demo::FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT], 1, s_GlobalAmbientLight); in UseShader()