On Sat, 30 Jul 2022 10:48:07 GMT, Nir Lisker <nlis...@openjdk.org> wrote:
>> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 98: >> >>> 96: * specular component. The computation is done in world space. >>> 97: */ >>> 98: void computeLight(float i, float3 n, float3 refl, float specPower, >>> float3 toLight, float3 lightDir, in out float3 d, in out float3 s) { >> >> `toLight` -> `vertexToLightVec` ? > > The computation at this point is for pixels, and the argument type tells you > if it's a vector (`float3`). When working with fields in the shaders' > input/output it was convenient to be more descriptive with the names. Here > everything is confined, so I don't think the descriptive names help much. Can > still do a naming pass on these if you want. Agreed, `vertexToLightVec` does not fit here. I am not able to convince myself with naming pass. I guess the variable which have proper names are fine. May be rename the variable that are single lettered, Leaving it to you. ------------- PR: https://git.openjdk.org/jfx/pull/789