Lines Matching refs:L
71 vector N, L, hit; in shader() local
106 VSUB(li->ctr, hit, L) /* find the light vector */ in shader()
109 Llen = sqrt(L.x * L.x + L.y * L.y + L.z * L.z) + EPSILON; in shader()
111 L.x /= Llen; /* normalize the light direction vector */ in shader()
112 L.y /= Llen; in shader()
113 L.z /= Llen; in shader()
115 VDOT(inten, N, L) /* light intensity */ in shader()
126 shadowray.d = L; in shader()
141 phongval = shade_phong(incident, &hit, &N, &L, obj->tex->phongexp); in shader()
233 flt shade_phong(ray* incident, vector* hit, vector* N, vector* L, flt specpower) { in shade_phong() argument
239 VAdd(&V, L, &H); in shade_phong()