| /NW4C-1.2.23/sources/shaders/lyt/ |
| D | lyt_ConstColorShader.vsh | 18 #define aPosition v0 19 #pragma bind_symbol(aPosition, v0,v0)
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| D | lyt_PaneShader.vsh | 18 #pragma bind_symbol(aVertexIndex, v0, v0) 44 #define aVertexIndex v0
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| /NW4C-1.2.23/sources/shaders/demo/ |
| D | demo_Common.vsh | 17 #define aPosition v0 33 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-1.2.23/demos/Nw4cDemo/resource/shader/ |
| D | nw4cDemo.vsh | 17 #define aPosition v0 36 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-1.2.23/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 17 #define aPosition v0 38 #pragma bind_symbol ( aPosition.xy, v0, v0 )
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| D | font_RectDrawerShader.vsh | 19 #pragma bind_symbol( vVtxData, v0, v0 ) 20 #define vVtxData v0
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 386 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in NormalizeRotateMatrix() local 390 (void)math::VEC3Cross(v2, v0, v1); in NormalizeRotateMatrix() 392 float lengthSquareV0 = v0->LengthSquare(); in NormalizeRotateMatrix() 403 *v0 *= 1.0f / nn::math::FSqrt(lengthSquareV0); in NormalizeRotateMatrix() 406 (void)math::VEC3Cross(v1, v2, v0); in NormalizeRotateMatrix() 455 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in QuaternionToRotateMatrix() local 458 if (math::VEC3SquareLen(v0) < s_VecSquareLenTol || in QuaternionToRotateMatrix()
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| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleGShader.gsh | 24 #pragma bind_symbol(geometry_input_dummy, v0, v0) 28 #define in_position v0
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| D | gfx_ParticleVShader.vsh | 19 #define aTranslate v0 30 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate
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| /NW4C-1.2.23/sources/shaders/gfx/ShadowShader/ |
| D | gfx_ShadowShader.vsh | 26 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| /NW4C-1.2.23/sources/shaders/gfx/DefaultShader/ |
| D | gfx_DefaultShader3.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader1.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader2.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader0.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| /NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/ |
| D | gfx_UserShader3.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_UserShader1.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_UserShader2.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_UserShader0.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | VertexShader.h | 203 #define nw_position v0
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| /NW4C-1.2.23/sources/shaders/gfx/ |
| D | VertexShader.h | 202 #define nw_position v0
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| /NW4C-1.2.23/sources/libraries/anim/res/ |
| D | anim_ResAnimCurve.cpp | 513 f32 v0 = Traits::GetValue( pSegment, pKey ); in CalcHermiteFloatSegmentFVSS_() local 518 return nw::math::Hermite( v0, t0, v1, t1, p, d ); in CalcHermiteFloatSegmentFVSS_() 540 f32 v0 = Traits::GetValue( pSegment, pKey ); in CalcHermiteFloatSegmentFVS_() local 545 return nw::math::Hermite( v0, t0, v1, t1, p, d ); in CalcHermiteFloatSegmentFVS_()
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| /NW4C-1.2.23/sources/libraries/lyt/ |
| D | lyt_Animation.cpp | 172 f32 v0 = key0.value; in GetHermiteCurveValue() local 182 return v0 * (2.0F * t1t1t1t2t2t2 - 3.0F * t1t1t2t2 + 1.0F) in GetHermiteCurveValue()
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_TransformAnim.cpp | 156 const math::VEC3* v0 = reinterpret_cast<const math::VEC3*>(&m.m[0]); in AdjustZeroRotateMatrix() local 160 if (math::VEC3SquareLen(v0) < s_VecSquareLenTol || in AdjustZeroRotateMatrix()
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