| /NW4C-1.3.3/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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| D | CalcTexcoord1.vsh | 48 add TRAN_TEX1.xy, TRAN_TEX1.xy, nw_texture_translate.zw
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| D | CalcTexcoord0.vsh | 45 add TRAN_TEX0.xy, TRAN_TEX0.xy, TEMP0.xy
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| /NW4C-1.3.3/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 | 119 add TEMP0, TEMP0, uRotateOffset 122 add in_rotate, TEMP0, -TEMP1 360 add xvector.xy, TEMP1.xz, TEMP1.yw 364 add yvector.xy, TEMP1.xz, TEMP1.yw 377 add TEMP_POSI.xyz, nw_position, nw_position_offset._XYZW 392 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP0 393 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP1 414 add TEMP3, TEMP0, -TEMP1 432 add TEMP2.x, -aTextureTranslate.x, -CONST_HALF 433 add TEMP2.y, aTextureTranslate.y, -CONST_HALF [all …]
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| /NW4C-1.3.3/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-1.3.3/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/ |
| 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" 400 sub_li = li.SubItems.add str 645 lv_nodes.Columns.add "Node Name " [all …]
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| 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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| /NW4C-1.3.3/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/ |
| 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" 400 sub_li = li.SubItems.add str 645 lv_nodes.Columns.add "Node Name " [all …]
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| 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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| /NW4C-1.3.3/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/ |
| 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" 400 sub_li = li.SubItems.add str 645 lv_nodes.Columns.add "Node Name " [all …]
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| 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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| /NW4C-1.3.3/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/ |
| 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" 400 sub_li = li.SubItems.add str 645 lv_nodes.Columns.add "Node Name " [all …]
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| 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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| /NW4C-1.3.3/include/nw/gfx/ |
| D | gfx_ActivateCommand.h | 71 static NW_INLINE u32 MultAddU32Color(u32 lhs, u32 rhs, u32 add) in MultAddU32Color() argument 76 … u32 r = (((((lhs << 1) & MASKx2) + 1) * (((rhs << 1) & MASKx2) + 1)) >> 10) + (add & MASK); in MultAddU32Color() 77 …u32 g = (((((lhs >> 7) & MASKx2) + 1) * (((rhs >> 7) & MASKx2) + 1)) >> 10) + ((add >> 8) & MASK… in MultAddU32Color() 78 …u32 b = (((((lhs >> 15) & MASKx2) + 1) * (((rhs >> 15) & MASKx2) + 1)) >> 10) + ((add >> 16) & MAS… in MultAddU32Color()
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| /NW4C-1.3.3/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-1.3.3/demos/Nw4cDemo/sources/shader/ |
| D | nw4cDemo.vsh | 51 add tmpPos, tmpPos, aOffset
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| /NW4C-1.3.3/SampleData/Graphics/Shader/UserShader/ |
| D | UserCalcColor.vsh | 57 add TEMP_COLO, TEMP_COLO, extension_color
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| D | UserTransformMatrix.vsh | 80 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW 121 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP3.xyz 229 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP2.xyz
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| /NW4C-1.3.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_SetRenderPriority.mel | 293 select -add -ne $sg; // shadingEngine 297 select -add $ins[0]; // material 299 select -add $sg; // shape object & face 881 select -add -ne $node; // shadingEngine 885 select -add $ins[0]; // material 887 select -add $node; // shape object & face
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| D | NW4C_SetUserData.mel | 490 // add or edit 494 // add 759 add button callback 923 textScrollList -e -a "-----" nw4cSetUserData_List; // for add last
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| D | NW4C_SetMaterialAttr.mel | 531 select -add -ne $node; // shadingEngine 535 select -add $ins[0]; // material 537 select -add $node; // shape or face
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