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Searched refs:SetVertexUniformBool (Results 1 – 5 of 5) sorted by relevance

/NW4C-1.3.3/include/nw/gfx/
Dgfx_MaterialState.h499 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()
Dgfx_ShaderProgram.h436 this->SetVertexUniformBool(index, parameter.GetValueBool()); in SetUserVertexUniform()
490 void SetVertexUniformBool(int index, bool value) const in SetVertexUniformBool() function
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_MaterialState.cpp285 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()
Dgfx_MeshRenderer.cpp196 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), false); in RenderSeparateDataShape()
197 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), false); in RenderSeparateDataShape()
531 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), !isRigid); in SetMatrixPalette()
532 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISRGDSK), isRigid); in SetMatrixPalette()
Dgfx_RenderContext.cpp435 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute()
436 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()