Lines Matching refs:z
19 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
26 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
32 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
33 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
34 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
36 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
38 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
41 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
42 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
55 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
62 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component…
63 … add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
64 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
69 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is …
75 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1…
78 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) i…
79 …mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat…
86 dp3 gl_TexCoord0.z, TEMP0, dmp_local_to_world_matrix[2]
95 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
98 dp3 TEMP_TANG.z, dmp_tangent, dmp_local_to_view_matrix[2]
102 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
110 add r6.w, TEMP_NORM.z, r5.y
114 mov TEMP_TANG.w, r5.z
115 mov r5.z, TEMP_TANG.x
118 mov r5.x, TEMP_NORM.z
124 add r7.y, TEMP_NORM.x, -TEMP_TANG.z
136 add r9, r5.z, -r5.x
140 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x
144 add r9, r5.z, -r5.x
149 add r8.z, CONST_1, -r5.z
152 add r8.z, r9, r8
160 add r8.y, CONST_1, -r5.z
166 add r8.z, CONST_1, -r5.z
169 add r8.z, r9, r8
183 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
186 dp3 TEMP_TANG.z, dmp_tangent, dmp_local_to_view_matrix[2]
190 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
198 add r6.w, TEMP_NORM.z, r5.y
202 mov TEMP_TANG.w, r5.z
203 mov r5.z, TEMP_TANG.x
206 mov r5.x, TEMP_NORM.z
212 add r7.y, TEMP_NORM.x, -TEMP_TANG.z
224 add r9, r5.z, -r5.x
228 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x
232 add r9, r5.z, -r5.x
237 add r8.z, CONST_1, -r5.z
240 add r8.z, r9, r8
248 add r8.y, CONST_1, -r5.z
254 add r8.z, CONST_1, -r5.z
257 add r8.z, r9, r8
269 dp3 gl_TexCoord0.z, TEMP0, dmp_local_to_world_matrix[2]