Lines Matching refs:m_ShaderProgram
127 m_ShaderProgram(shaderProgram), in RenderContext()
203 m_ShaderProgram.Get()->DeactivateDescription(); in ResetState()
245 m_ShaderProgram.Get()->DeactivateDescription(); in ResetState()
321 NW_NULL_ASSERT(this->m_ShaderProgram); in SetModelMatrixForModel()
323 this->m_ShaderProgram->SetWorldMatrix(math::Matrix34::Identity()); in SetModelMatrixForModel()
324 this->m_ShaderProgram->SetModelNormalMatrix(model->NormalMatrix()); in SetModelMatrixForModel()
334 NW_NULL_ASSERT(this->m_ShaderProgram); in SetModelMatrixForSkeletalModel()
345 this->m_ShaderProgram->SetWorldMatrix(worldMatrix); in SetModelMatrixForSkeletalModel()
347 this->m_ShaderProgram->SetWorldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
352 this->m_ShaderProgram->SetWorldMatrix(math::Matrix34::Identity()); in SetModelMatrixForSkeletalModel()
355 this->m_ShaderProgram->SetModelNormalMatrix(skeletalModel->NormalMatrix()); in SetModelMatrixForSkeletalModel()
435 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute()
436 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()
450 this->m_ShaderProgram->GetActiveDescription(); in ActivateShaderProgram()
470 m_ShaderProgram.Get()->ActivateDescription(description); in ActivateShaderProgram()
569 m_ShaderProgram->GetActiveDescription().GetFlags(), in ActivateHemiSphereLight()
750 if (m_ShaderProgram->GetActiveDescription().GetMaxVertexLightCount() > index) in ActivateVertexLight()
755 s32 endUniform = m_ShaderProgram->GetActiveDescription().GetVertexLightEndUniform(); in ActivateVertexLight()
764 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
768 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
780 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
790 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
795 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
825 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
829 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
835 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
871 this->m_ShaderProgram->FlushUniform(); in RenderPrimitive()
883 ResShaderProgramDescription description = this->m_ShaderProgram->GetActiveDescription(); in RenderPrimitive()