Searched refs:fragmentLighting (Results 1 – 12 of 12) sorted by relevance
315 ActivateFragmentLighting(const ResFragmentLighting fragmentLighting) in ActivateFragmentLighting() argument350 u32 layerConfig = fragmentLighting.GetLayerConfig(); in ActivateFragmentLighting()351 u32 fresnelSelector = fragmentLighting.GetFresnelConfig(); in ActivateFragmentLighting()352 u32 bumpSelector = fragmentLighting.GetBumpTextureIndex(); in ActivateFragmentLighting()353 u32 bumpMode = fragmentLighting.GetBumpMode(); in ActivateFragmentLighting()355 bool bumpRenorm = fragmentLighting.IsBumpRenormalize() || (bumpMode == 0); in ActivateFragmentLighting()356 …bool clampHighlights = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_CL… in ActivateFragmentLighting()377 …bool lutEnabledD0 = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_DISTR… in ActivateFragmentLighting()378 …bool lutEnabledD1 = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_DISTR… in ActivateFragmentLighting()379 …bool lutEnabledRefl = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_REF… in ActivateFragmentLighting()
104 const ResFragmentLighting fragmentLighting,153 const ResFragmentLighting fragmentLighting);642 const ResFragmentLighting fragmentLighting) in ActivateFragmentLighting() argument649 NW_ASSERT(fragmentLighting.IsValid()); in ActivateFragmentLighting()655 internal::ActivateFragmentLighting(fragmentLighting); in ActivateFragmentLighting()658 fragmentLighting.GetFlags(), in ActivateFragmentLighting()662 fragmentLighting.GetFlags(), in ActivateFragmentLighting()
146 u32 fragmentLighting; member672 fragmentLighting = resetValue; in ResetMaterialHash()
154 ResFragmentLighting fragmentLighting = this->GetFragmentLighting(); in CheckFragmentShader() local157 s32 flags = fragmentLighting.GetFlags(); in CheckFragmentShader()174 if ( fragmentLighting.GetFresnelConfig() != ResFragmentLighting::CONFIG_NO_FRESNEL && in CheckFragmentShader()177 fragmentLighting.SetFresnelConfig(ResFragmentLighting::CONFIG_NO_FRESNEL); in CheckFragmentShader()184 …Lighting::ConfigDetail config = ResFragmentLighting::ToConfigDetail(fragmentLighting.GetLayerConfi… in CheckFragmentShader()213 fragmentLighting.SetFlags(flags); in CheckFragmentShader()
144 (fragmentLightingHash != materialHash.fragmentLighting) || in Activate()149 materialHash.fragmentLighting = fragmentLightingHash; in Activate()
129 bool isFragmentLightingEnabled = (fragmentLightingHash != materialHash.fragmentLighting) || in Activate()135 materialHash.fragmentLighting = fragmentLightingHash; in Activate()
97 const ResFragmentLighting fragmentLighting, in ActivateFragmentLightingTable() argument105 s32 flags = fragmentLighting.GetFlags(); in ActivateFragmentLightingTable()109 …bool isFresnelEnabled = (fragmentLighting.GetFresnelConfig() != ResFragmentLighting::CONFIG_NO_FRE… in ActivateFragmentLightingTable()
102 materialHash.fragmentLighting = 0x0; in Activate()
120 chkSetFragmentLighting.checked = attr.fragmentLighting151 sub_li = li.SubItems.add (if attr.fragmentLighting then "on" else "off")224 attr.fragmentLighting = chkSetFragmentLighting.checked326 ret = (attr.fragmentLighting == fl_on) or (attr.fragmentLighting == (not fl_off))