| /NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/ |
| D | CalcQuaternion.vsh | 43 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 …]
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| D | GenTexcoordSphereReflection.vsh | 31 add TEMP1.z, TEMP1.z, CONST_1 36 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
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| D | UserTransformMatrix.vsh | 36 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
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| D | GenTexcoordReflection.vsh | 28 add TEMP1, TEMP1, TEMP1
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| D | CalcVertexLighting.vsh | 74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz 75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
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| D | UserCalcColor.vsh | 57 add TEMP_COLO, TEMP_COLO, extension_color
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| /NW4C-1.2.23/sources/shaders/gfx/DefaultShader/ |
| D | CalcQuaternion.vsh | 43 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 …]
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| D | GenTexcoordSphereReflection.vsh | 31 add TEMP1.z, TEMP1.z, CONST_1 36 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
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| D | GenTexcoordReflection.vsh | 28 add TEMP1, TEMP1, TEMP1
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| D | CalcVertexLighting.vsh | 74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz 75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
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| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleGShader.gsh | 61 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
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| D | gfx_ParticleVShader.vsh | 118 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 …]
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| /NW4C-1.2.23/sources/shaders/lyt/ |
| D | lyt_PaneShader.vsh | 179 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 …]
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| /NW4C-1.2.23/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/ |
| D | NW4C_mtl.ms.inc | 62 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 …]
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| D | NW4C_node.ms.inc | 27 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
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| /NW4C-1.2.23/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/ |
| D | NW4C_mtl.ms.inc | 62 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 …]
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| D | NW4C_node.ms.inc | 27 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
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| /NW4C-1.2.23/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/ |
| D | NW4C_mtl.ms.inc | 62 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 …]
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| D | NW4C_node.ms.inc | 27 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
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| /NW4C-1.2.23/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/ |
| D | NW4C_mtl.ms.inc | 62 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 …]
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| D | NW4C_node.ms.inc | 27 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
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_ActivateCommand.h | 70 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()
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| /NW4C-1.2.23/sources/shaders/font/ |
| D | font_RectDrawerShader.vsh | 107 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist 237 add rCounter, rCounter, cVal.y
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| /NW4C-1.2.23/demos/Nw4cDemo/resource/shader/ |
| D | nw4cDemo.vsh | 51 add tmpPos, tmpPos, aOffset
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| /NW4C-1.2.23/sources/shaders/gfx/ShadowShader/ |
| D | TransformMatrix.vsh | 38 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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