Searched refs:fragmentLighting (Results 1 – 14 of 14) sorted by relevance
317 ActivateFragmentLighting(const ResFragmentLighting fragmentLighting) in ActivateFragmentLighting() argument352 u32 layerConfig = fragmentLighting.GetLayerConfig(); in ActivateFragmentLighting()353 u32 fresnelSelector = fragmentLighting.GetFresnelConfig(); in ActivateFragmentLighting()354 u32 bumpSelector = fragmentLighting.GetBumpTextureIndex(); in ActivateFragmentLighting()355 u32 bumpMode = fragmentLighting.GetBumpMode(); in ActivateFragmentLighting()357 bool bumpRenorm = fragmentLighting.IsBumpRenormalize() || (bumpMode == 0); in ActivateFragmentLighting()358 …bool clampHighlights = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_CL… in ActivateFragmentLighting()379 …bool lutEnabledD0 = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_DISTR… in ActivateFragmentLighting()380 …bool lutEnabledD1 = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_DISTR… in ActivateFragmentLighting()381 …bool lutEnabledRefl = ut::CheckFlag(fragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_REF… in ActivateFragmentLighting()
106 const ResFragmentLighting fragmentLighting,155 const ResFragmentLighting fragmentLighting);644 const ResFragmentLighting fragmentLighting) in ActivateFragmentLighting() argument651 NW_ASSERT(fragmentLighting.IsValid()); in ActivateFragmentLighting()657 internal::ActivateFragmentLighting(fragmentLighting); in ActivateFragmentLighting()660 fragmentLighting.GetFlags(), in ActivateFragmentLighting()664 fragmentLighting.GetFlags(), in ActivateFragmentLighting()
148 u32 fragmentLighting; member674 fragmentLighting = resetValue; in ResetMaterialHash()
156 ResFragmentLighting fragmentLighting = this->GetFragmentLighting(); in CheckFragmentShader() local159 s32 flags = fragmentLighting.GetFlags(); in CheckFragmentShader()176 if ( fragmentLighting.GetFresnelConfig() != ResFragmentLighting::CONFIG_NO_FRESNEL && in CheckFragmentShader()179 fragmentLighting.SetFresnelConfig(ResFragmentLighting::CONFIG_NO_FRESNEL); in CheckFragmentShader()186 …Lighting::ConfigDetail config = ResFragmentLighting::ToConfigDetail(fragmentLighting.GetLayerConfi… in CheckFragmentShader()215 fragmentLighting.SetFlags(flags); in CheckFragmentShader()
146 (fragmentLightingHash != materialHash.fragmentLighting) || in Activate()151 materialHash.fragmentLighting = fragmentLightingHash; in Activate()
131 bool isFragmentLightingEnabled = (fragmentLightingHash != materialHash.fragmentLighting) || in Activate()137 materialHash.fragmentLighting = fragmentLightingHash; in Activate()
99 const ResFragmentLighting fragmentLighting, in ActivateFragmentLightingTable() argument107 s32 flags = fragmentLighting.GetFlags(); in ActivateFragmentLightingTable()111 …bool isFresnelEnabled = (fragmentLighting.GetFresnelConfig() != ResFragmentLighting::CONFIG_NO_FRE… in ActivateFragmentLightingTable()
104 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))