Lines Matching refs:m_ShaderProgram
129 m_ShaderProgram(shaderProgram), in RenderContext()
205 m_ShaderProgram.Get()->DeactivateDescription(); in ResetState()
247 m_ShaderProgram.Get()->DeactivateDescription(); in ResetState()
323 NW_NULL_ASSERT(this->m_ShaderProgram); in SetModelMatrixForModel()
325 this->m_ShaderProgram->SetWorldMatrix(math::Matrix34::Identity()); in SetModelMatrixForModel()
326 this->m_ShaderProgram->SetModelNormalMatrix(model->NormalMatrix()); in SetModelMatrixForModel()
336 NW_NULL_ASSERT(this->m_ShaderProgram); in SetModelMatrixForSkeletalModel()
347 this->m_ShaderProgram->SetWorldMatrix(worldMatrix); in SetModelMatrixForSkeletalModel()
349 this->m_ShaderProgram->SetWorldMatrix(skeletalModel->WorldMatrix()); in SetModelMatrixForSkeletalModel()
354 this->m_ShaderProgram->SetWorldMatrix(math::Matrix34::Identity()); in SetModelMatrixForSkeletalModel()
357 this->m_ShaderProgram->SetModelNormalMatrix(skeletalModel->NormalMatrix()); in SetModelMatrixForSkeletalModel()
439 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute()
440 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()
454 this->m_ShaderProgram->GetActiveDescription(); in ActivateShaderProgram()
474 m_ShaderProgram.Get()->ActivateDescription(description); in ActivateShaderProgram()
571 m_ShaderProgram->GetActiveDescription().GetFlags(), in ActivateHemiSphereLight()
752 if (m_ShaderProgram->GetActiveDescription().GetMaxVertexLightCount() > index) in ActivateVertexLight()
757 s32 endUniform = m_ShaderProgram->GetActiveDescription().GetVertexLightEndUniform(); in ActivateVertexLight()
766 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
770 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
782 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
792 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
797 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
827 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
831 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
837 m_ShaderProgram->SetUniversal( in ActivateVertexLight()
873 this->m_ShaderProgram->FlushUniform(); in RenderPrimitive()
885 ResShaderProgramDescription description = this->m_ShaderProgram->GetActiveDescription(); in RenderPrimitive()