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/NW4C-1.2.23/sources/shaders/lyt/
Dlyt_ConstColorShader.vsh18 #define aPosition v0
19 #pragma bind_symbol(aPosition, v0,v0)
Dlyt_PaneShader.vsh18 #pragma bind_symbol(aVertexIndex, v0, v0)
44 #define aVertexIndex v0
/NW4C-1.2.23/sources/shaders/demo/
Ddemo_Common.vsh17 #define aPosition v0
33 #pragma bind_symbol( aPosition.xyz, v0, v0 )
/NW4C-1.2.23/demos/Nw4cDemo/resource/shader/
Dnw4cDemo.vsh17 #define aPosition v0
36 #pragma bind_symbol( aPosition.xyz, v0, v0 )
/NW4C-1.2.23/sources/shaders/font/
Dfont_TextWriterShader.vsh17 #define aPosition v0
38 #pragma bind_symbol ( aPosition.xy, v0, v0 )
Dfont_RectDrawerShader.vsh19 #pragma bind_symbol( vVtxData, v0, v0 )
20 #define vVtxData v0
/NW4C-1.2.23/include/nw/gfx/
Dgfx_CalculatedTransform.h386 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()
/NW4C-1.2.23/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleGShader.gsh24 #pragma bind_symbol(geometry_input_dummy, v0, v0)
28 #define in_position v0
Dgfx_ParticleVShader.vsh19 #define aTranslate v0
30 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate
/NW4C-1.2.23/sources/shaders/gfx/ShadowShader/
Dgfx_ShadowShader.vsh26 #pragma bind_symbol(aPosition.xyz, v0, v0)
/NW4C-1.2.23/sources/shaders/gfx/DefaultShader/
Dgfx_DefaultShader3.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader1.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader2.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader0.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
/NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/
Dgfx_UserShader3.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_UserShader1.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_UserShader2.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_UserShader0.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
DVertexShader.h203 #define nw_position v0
/NW4C-1.2.23/sources/shaders/gfx/
DVertexShader.h202 #define nw_position v0
/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnimCurve.cpp513 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_()
/NW4C-1.2.23/sources/libraries/lyt/
Dlyt_Animation.cpp172 f32 v0 = key0.value; in GetHermiteCurveValue() local
182 return v0 * (2.0F * t1t1t1t2t2t2 - 3.0F * t1t1t2t2 + 1.0F) in GetHermiteCurveValue()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_TransformAnim.cpp156 const math::VEC3* v0 = reinterpret_cast<const math::VEC3*>(&m.m[0]); in AdjustZeroRotateMatrix() local
160 if (math::VEC3SquareLen(v0) < s_VecSquareLenTol || in AdjustZeroRotateMatrix()