Lines Matching refs:hit
71 vector N, L, hit; in shader() local
92 RAYPNT(hit, (*incident), t) /* find the point of intersection from t */ in shader()
93 obj->methods->normal(obj, &hit, incident, &N); /* find the surface normal */ in shader()
96 col = obj->tex->texfunc(&hit, obj->tex, incident); in shader()
106 VSUB(li->ctr, hit, L) /* find the light vector */ in shader()
125 shadowray.o = hit; in shader()
128 shadowray.s = hit; in shader()
141 phongval = shade_phong(incident, &hit, &N, &L, obj->tex->phongexp); in shader()
166 specol = shade_reflection(incident, &hit, &N, obj->tex->specular); in shader()
174 transcol = shade_transmission(incident, &hit, 1.0 - obj->tex->opacity); in shader()
181 color shade_reflection(ray* incident, vector* hit, vector* N, flt specular) { in shade_reflection() argument
196 specray.o = *hit; in shade_reflection()
210 color shade_transmission(ray* incident, vector* hit, flt trans) { in shade_transmission() argument
219 transray.o = *hit; in shade_transmission()
233 flt shade_phong(ray* incident, vector* hit, vector* N, vector* L, flt specpower) { in shade_phong() argument