Searched refs:shadowRegion (Results 1 – 1 of 1) sorted by relevance
462 float[] shadowRegion = new float[lightPolyLength * polyLength * 2]; in calcShadow() local479 shadowRegion[k * 2 + 0] = x; in calcShadow()480 shadowRegion[k * 2 + 1] = y; in calcShadow()500 int penumbraLength = hull(shadowRegion, shadowRegionLength, penumbra); in calcShadow()