Searched refs:SetVertexUniformBool (Results 1 – 5 of 5) sorted by relevance
| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_MaterialState.cpp | 285 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 293 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 298 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 353 shaderProgram->SetVertexUniformBool( in ActivateTextureCoordinators() 566 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(UVMAP0), false); in ActivateParticleTextureCoordinators() 608 shaderProgram->SetVertexUniformBool( NW_GFX_VERTEX_UNIFORM(UVMAP0), true); in ActivateParticleTextureCoordinators()
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| D | gfx_MeshRenderer.cpp | 205 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()
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| D | gfx_RenderContext.cpp | 451 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute() 452 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_MaterialState.h | 499 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() 541 shaderProgram->SetVertexUniformBool( in ActivateShadingParameters() 547 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISHEMIL), false); in ActivateShadingParameters()
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| D | gfx_ShaderProgram.h | 189 SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(USENORM), use); in SetUseBoneNormalMatrix() 435 this->SetVertexUniformBool(index, parameter.GetValueBool()); in SetUserVertexUniform() 489 void SetVertexUniformBool(int index, bool value) const in SetVertexUniformBool() function
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