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Searched refs:NW_GFX_VERTEX_UNIFORM (Results 1 – 6 of 6) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_MaterialState.cpp286 NW_GFX_VERTEX_UNIFORM(UVMAP0) + unit, false); in ActivateTextureCoordinators()
294 NW_GFX_VERTEX_UNIFORM(ISTEX1) + unit - 1, true); in ActivateTextureCoordinators()
299 NW_GFX_VERTEX_UNIFORM(ISTEX1) + unit - 1, false); in ActivateTextureCoordinators()
354 NW_GFX_VERTEX_UNIFORM(UVMAP0) + i, true); in ActivateTextureCoordinators()
566 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(UVMAP0), false); in ActivateParticleTextureCoordinators()
608 shaderProgram->SetVertexUniformBool( NW_GFX_VERTEX_UNIFORM(UVMAP0), true); in ActivateParticleTextureCoordinators()
Dgfx_MeshRenderer.cpp205 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), false); in RenderSeparateDataShape()
206 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), false); in RenderSeparateDataShape()
534 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), !isRigid); in SetMatrixPalette()
535 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), isRigid); in SetMatrixPalette()
Dgfx_RenderContext.cpp451 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute()
452 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()
739 NW_GFX_VERTEX_UNIFORM(LIGHTCT), in ActivateVertexLights()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_MaterialState.h499 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISQUATE), isFragmentLightEnabled); in ActivateFragmentLightParameters()
524 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTL), true); in ActivateShadingParameters()
528 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTL), false); in ActivateShadingParameters()
540 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISHEMIL), true); in ActivateShadingParameters()
542 NW_GFX_VERTEX_UNIFORM(ISHEMIO), in ActivateShadingParameters()
547 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISHEMIL), false); in ActivateShadingParameters()
Dgfx_ShaderUniforms.h468 #define NW_GFX_VERTEX_UNIFORM(x) VERTEX_SHADER_UNIFORM_##x##_INDEX macro
Dgfx_ShaderProgram.h189 SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(USENORM), use); in SetUseBoneNormalMatrix()