| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/Common/ |
| D | Common.vsh | 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] [all …]
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| D | Commonasm.h | 83 #define CONST_2 CONSTANT[0].z 85 #define CONST_HALF CONSTANT[1].z
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/PartsysGas/shaders/ |
| D | VShader1.vsh | 36 #define dmp_PartSys_center c63 // 4*(x,y,z,w) control point positions 37 #define dmp_PartSys_radii c71 // 4*(x,y,z,?) box radii around each control points 45 #define CONST_2 CONSTANT[0].z 55 mul r1.z, r2.x, uModelView[2].x 62 mul r1.z, r2.y, uModelView[2].y 69 mul r1.x, r2.z, uModelView[0].z 70 mul r1.y, r2.z, uModelView[1].z 71 mul r1.z, r2.z, uModelView[2].z 72 …dp4 dmp_Position.z, r0, uProjection[2] //control poin… 76 dp3 dmp_PMVS_Radii0.z, uProjection[0], r1 [all …]
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/GasCessna/shaders/ |
| D | VShader0.vsh | 37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2] 42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)… 50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in… 54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingSpotAtte/shaders/ |
| D | VShader.vsh | 37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2] 42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)… 50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in… 54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingDistanceAtte/shaders/ |
| D | VShader.vsh | 37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2] 42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)… 50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in… 54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandBufferJump/shaders/ |
| D | VShader.vsh | 37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2] 43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)… 50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in… 54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingMicrofacet/shaders/ |
| D | VShader.vsh | 37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2] 42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)… 50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in… 54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingSss/shaders/ |
| D | VShader.vsh | 33 #pragma output_map ( texture0w, o3.z ) 44 … add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 47 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is … 48 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 53 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + … 59 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1… 62 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) i… 63 …mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat…
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingToonApple/shaders/ |
| D | VShader.vsh | 34 #pragma output_map ( texture0w, o3.z ) 45 … add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 48 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is … 49 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2] 54 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + … 60 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1… 63 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) i… 64 …mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat…
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/VertexBuffer/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheSimple/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Cmd/FragmentLightingSimpleCmd/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/FragmentLightingSimple/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandListDouble/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/AlphaTest/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformModel/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/Draw3d/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformFrame/shaders/ |
| D | VShader.vsh | 67 #define CONST_HALF CONSTANT[1].z 85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/Api/RenderToTexture/shaders/ |
| D | VShader.vsh | 69 #define CONST_HALF CONSTANT[1].z 89 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02 95 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of … 96 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4 98 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2 100 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4 102 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))… 105 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i… 106 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingAniso/shaders/ |
| D | VShader.vsh | 55 … add r6.w, TEMP_NORM.z, r5.y // m11+m22 in r6.w 59 mov TEMP_TANG.w, r5.z // m21 in tang.w 60 mov r5.z, TEMP_TANG.x // m00 in r5.z 63 …mov r5.x, TEMP_NORM.z // m22 in r5.x -> m… 69 …add r7.y, TEMP_NORM.x, -TEMP_TANG.z // m21-m12,m02-m20,… 81 add r9, r5.z, -r5.x // m00-m22 in r9 85 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x 89 add r9, r5.z, -r5.x // m00-m22 in r9 94 … add r8.z, CONST_1, -r5.z // m20,m21,1-m00,-m10 in r8 97 …add r8.z, r9, r8 // m20+m02,m21+m12,1+m22-m11-m00,m… [all …]
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| /CTR-SDK-4.2.7-SampleDemos/common/libraries/demo/Body/ |
| D | demo_Cylinder.cpp | 78 f32 z = m_Radius * cosValue; in InitializeCylinder() local 81 SetPosition(vertexIndex, x, y, z); in InitializeCylinder() 84 x, y, z); in InitializeCylinder() 86 x, y, z); in InitializeCylinder() 91 x, y, z); in InitializeCylinder() 94 x, y, z); in InitializeCylinder() 96 x, y, z); in InitializeCylinder() 143 normal0.x, normal0.y, normal0.z); in InitializeCylinder() 145 normal1.x, normal1.y, normal1.z); in InitializeCylinder() 152 normal0.x, normal0.y, normal0.z); in InitializeCylinder() [all …]
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| D | demo_Particle.cpp | 100 m_Sphere.SetWorldPosition(m_Position.x, m_Position.y, m_Position.z); in Update() 111 …m_Velocity.z = s_RandomVelocityScale.z * (static_cast<f32>(::std::rand() % 256) / 256.0f - 0.5f) +… in Spawn()
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| /CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingFresnel/shaders/ |
| D | VShader.vsh | 41 #pragma output_map ( texture0w, o3.z ) 58 … add r6.w, TEMP_NORM.z, r5.y // m11+m22 in r6.w 62 mov TEMP_TANG.w, r5.z // m21 in tang.w 63 mov r5.z, TEMP_TANG.x // m00 in r5.z 66 …mov r5.x, TEMP_NORM.z // m22 in r5.x -> m… 72 …add r7.y, TEMP_NORM.x, -TEMP_TANG.z // m21-m12,m02-m20,… 84 add r9, r5.z, -r5.x // m00-m22 in r9 88 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x 92 add r9, r5.z, -r5.x // m00-m22 in r9 97 … add r8.z, CONST_1, -r5.z // m20,m21,1-m00,-m10 in r8 [all …]
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| /CTR-SDK-4.2.7-SampleDemos/demo2/ |
| D | graphics.cpp | 215 if(v_g.z > 1.f) v_g.z = 1.f; in UpdateParams() 216 else if(v_g.z < -1.f) v_g.z = -1.f; in UpdateParams() 218 v_deg->y = nn::math::AsinDeg(v_g.z); // Incline of z-axis in UpdateParams() 241 if(v_pos->x > -4.f && v_pos->x < 4.f && v_pos->z > -4.f && v_pos->z < 4.f) in UpdateParams() 265 v_pos->z = 0.f; in UpdateParams() 268 v_v.z = 0.f; in UpdateParams() 316 nn::math::Vector3 trans(v_pos.x, posYforSphere, v_pos.z); in DrawObjects() 504 GLfloat a[] = {amb.x, amb.y, amb.z, amb.w}; in InitializeGraphics() 505 GLfloat d[] = {dif.x, dif.y, dif.z, dif.w}; in InitializeGraphics() 506 GLfloat s[] = {spc.x, spc.y, spc.z, spc.w}; in InitializeGraphics()
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