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/NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/
DCalcQuaternion.vsh43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
77 add r6.w, TEMP_NORM.z, r5.y
80 add r6.w, TEMP_TANG.x, r6
83 add r6.w, CONST_1, r6
90 add r7.xz, TEMP_TANG.wwyy, -TEMP_NORM.yyww
91 add r7.y, TEMP_NORM.x, -TEMP_TANG.z
102 add r8.x, CONST_1, -r5.y
103 add r9, r5.z, -r5.x
104 add r8.yzw, r8, TEMP_NORM.wwxy
105 add r8.x, r9, r8
[all …]
DGenTexcoordSphereReflection.vsh31 add TEMP1.z, TEMP1.z, CONST_1
36 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
DUserTransformMatrix.vsh36 add TEMP1.y, TEMP1.y, TEMP2.y
55 add TEMP1.y, TEMP1.y, TEMP2.y
82 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
132 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP3.xyz
235 add TEMP1.y, TEMP1.y, nw_attribute_scale2._Z
248 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP2.xyz
DGenTexcoordReflection.vsh28 add TEMP1, TEMP1, TEMP1
DCalcVertexLighting.vsh74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
DUserCalcColor.vsh57 add TEMP_COLO, TEMP_COLO, extension_color
/NW4C-1.2.23/sources/shaders/gfx/DefaultShader/
DCalcQuaternion.vsh43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
77 add r6.w, TEMP_NORM.z, r5.y
80 add r6.w, TEMP_TANG.x, r6
83 add r6.w, CONST_1, r6
90 add r7.xz, TEMP_TANG.wwyy, -TEMP_NORM.yyww
91 add r7.y, TEMP_NORM.x, -TEMP_TANG.z
102 add r8.x, CONST_1, -r5.y
103 add r9, r5.z, -r5.x
104 add r8.yzw, r8, TEMP_NORM.wwxy
105 add r8.x, r9, r8
[all …]
DGenTexcoordSphereReflection.vsh31 add TEMP1.z, TEMP1.z, CONST_1
36 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
DGenTexcoordReflection.vsh28 add TEMP1, TEMP1, TEMP1
DCalcVertexLighting.vsh74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
/NW4C-1.2.23/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleGShader.gsh61 add TEMP0, TEMP0, in_posoffset1
69 add TEMP0.xy, TEMP0.xy, in_texoffset.xy
70 add TEMP0.xy, TEMP0.xy, in_texoffset.zw
80 add TEMP0, TEMP0, -in_posoffset2
88 add TEMP0.xy, TEMP0.xy, in_texoffset.xy
98 add TEMP0, TEMP0, in_posoffset2
106 add TEMP0.xy, TEMP0.xy, in_texoffset.zw
116 add TEMP0, TEMP0, -in_posoffset1
Dgfx_ParticleVShader.vsh118 add TEMP0, TEMP0, uRotateOffset
121 add in_rotate, TEMP0, -TEMP1
359 add xvector.xy, TEMP1.xz, TEMP1.yw
363 add yvector.xy, TEMP1.xz, TEMP1.yw
376 add TEMP_POSI.xyz, nw_position, nw_position_offset._XYZW
391 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP0
392 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP1
413 add TEMP3, TEMP0, -TEMP1
431 add TEMP2.x, -aTextureTranslate.x, -CONST_HALF
432 add TEMP2.y, aTextureTranslate.y, -CONST_HALF
[all …]
/NW4C-1.2.23/sources/shaders/lyt/
Dlyt_PaneShader.vsh179 add aTexScale, CONST_1, -aTexScale
181 add aTexCoord0.x, aTexCoord0, aTexScale
182 add aTexCoord1.x, aTexCoord1, aTexScale
183 add aTexCoord2.x, aTexCoord2, aTexScale
193 add aTexCoord0.y, aTexCoord0, aTexScale
194 add aTexCoord1.y, aTexCoord1, aTexScale
195 add aTexCoord2.y, aTexCoord2, aTexScale
205 add aTexCoord0.x, CONST_1, -aTexCoord0
206 add aTexCoord1.x, CONST_1, -aTexCoord1
207 add aTexCoord2.x, CONST_1, -aTexCoord2
[all …]
/NW4C-1.2.23/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/
DNW4C_mtl.ms.inc62 lv_mtl.Columns.add "Material Name"
63 lv_mtl.Columns.add "Face Culling"
64 lv_mtl.Columns.add "Fragment"
65 lv_mtl.Columns.add "Vertex"
66 lv_mtl.Columns.add "Compress "
67 lv_mtl.Columns.add "BlendMode"
149 sub_li = li.SubItems.add str
151 sub_li = li.SubItems.add (if attr.fragmentLighting then "on" else "off")
152 sub_li = li.SubItems.add (if attr.vertexLighting then "on" else "off")
159 sub_li = li.SubItems.add str
[all …]
DNW4C_node.ms.inc27 lv_mtl.Columns.add "Node Name "
28 lv_mtl.Columns.add "Compress"
78 sub_li = li.SubItems.add str
182 lv_mtl.Columns.add "Node Name "
183 lv_mtl.Columns.add "Billboard Type"
238 sub_li = li.SubItems.add str
352 lv_mtl.Columns.add "Node Name "
353 lv_mtl.Columns.add "Combine Group"
401 sub_li = li.SubItems.add str
/NW4C-1.2.23/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/
DNW4C_mtl.ms.inc62 lv_mtl.Columns.add "Material Name"
63 lv_mtl.Columns.add "Face Culling"
64 lv_mtl.Columns.add "Fragment"
65 lv_mtl.Columns.add "Vertex"
66 lv_mtl.Columns.add "Compress "
67 lv_mtl.Columns.add "BlendMode"
149 sub_li = li.SubItems.add str
151 sub_li = li.SubItems.add (if attr.fragmentLighting then "on" else "off")
152 sub_li = li.SubItems.add (if attr.vertexLighting then "on" else "off")
159 sub_li = li.SubItems.add str
[all …]
DNW4C_node.ms.inc27 lv_mtl.Columns.add "Node Name "
28 lv_mtl.Columns.add "Compress"
78 sub_li = li.SubItems.add str
182 lv_mtl.Columns.add "Node Name "
183 lv_mtl.Columns.add "Billboard Type"
238 sub_li = li.SubItems.add str
352 lv_mtl.Columns.add "Node Name "
353 lv_mtl.Columns.add "Combine Group"
401 sub_li = li.SubItems.add str
/NW4C-1.2.23/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/
DNW4C_mtl.ms.inc62 lv_mtl.Columns.add "Material Name"
63 lv_mtl.Columns.add "Face Culling"
64 lv_mtl.Columns.add "Fragment"
65 lv_mtl.Columns.add "Vertex"
66 lv_mtl.Columns.add "Compress "
67 lv_mtl.Columns.add "BlendMode"
149 sub_li = li.SubItems.add str
151 sub_li = li.SubItems.add (if attr.fragmentLighting then "on" else "off")
152 sub_li = li.SubItems.add (if attr.vertexLighting then "on" else "off")
159 sub_li = li.SubItems.add str
[all …]
DNW4C_node.ms.inc27 lv_mtl.Columns.add "Node Name "
28 lv_mtl.Columns.add "Compress"
78 sub_li = li.SubItems.add str
182 lv_mtl.Columns.add "Node Name "
183 lv_mtl.Columns.add "Billboard Type"
238 sub_li = li.SubItems.add str
352 lv_mtl.Columns.add "Node Name "
353 lv_mtl.Columns.add "Combine Group"
401 sub_li = li.SubItems.add str
/NW4C-1.2.23/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/
DNW4C_mtl.ms.inc62 lv_mtl.Columns.add "Material Name"
63 lv_mtl.Columns.add "Face Culling"
64 lv_mtl.Columns.add "Fragment"
65 lv_mtl.Columns.add "Vertex"
66 lv_mtl.Columns.add "Compress "
67 lv_mtl.Columns.add "BlendMode"
149 sub_li = li.SubItems.add str
151 sub_li = li.SubItems.add (if attr.fragmentLighting then "on" else "off")
152 sub_li = li.SubItems.add (if attr.vertexLighting then "on" else "off")
159 sub_li = li.SubItems.add str
[all …]
DNW4C_node.ms.inc27 lv_mtl.Columns.add "Node Name "
28 lv_mtl.Columns.add "Compress"
78 sub_li = li.SubItems.add str
182 lv_mtl.Columns.add "Node Name "
183 lv_mtl.Columns.add "Billboard Type"
238 sub_li = li.SubItems.add str
352 lv_mtl.Columns.add "Node Name "
353 lv_mtl.Columns.add "Combine Group"
401 sub_li = li.SubItems.add str
/NW4C-1.2.23/include/nw/gfx/
Dgfx_ActivateCommand.h70 static NW_INLINE u32 MultAddU32Color(u32 lhs, u32 rhs, u32 add) in MultAddU32Color() argument
74 u8 r = ut::Clamp<u32>((((lhs & MASK) * (rhs & MASK)) >> 8) + (add & MASK), 0, 255); in MultAddU32Color()
75 …u8 g = ut::Clamp<u32>(((((lhs >> 8) & MASK) * ((rhs >> 8) & MASK)) >> 8) + ((add >> 8) & MASK), 0,… in MultAddU32Color()
76 …u8 b = ut::Clamp<u32>(((((lhs >> 16) & MASK) * ((rhs >> 16) & MASK)) >> 8) + ((add >> 16) & MASK),… in MultAddU32Color()
/NW4C-1.2.23/sources/shaders/font/
Dfont_RectDrawerShader.vsh107 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist
237 add rCounter, rCounter, cVal.y
/NW4C-1.2.23/demos/Nw4cDemo/resource/shader/
Dnw4cDemo.vsh51 add tmpPos, tmpPos, aOffset
/NW4C-1.2.23/sources/shaders/gfx/ShadowShader/
DTransformMatrix.vsh38 add TEMP1.y, TEMP1.y, TEMP2.y
59 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
157 add TEMP1.y, TEMP1.y, nw_attribute_scale2._Z

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