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

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MaterialState.cpp288 NW_GFX_VERTEX_UNIFORM(UVMAP0) + unit, false); in ActivateTextureCoordinators()
296 NW_GFX_VERTEX_UNIFORM(ISTEX1) + unit - 1, true); in ActivateTextureCoordinators()
301 NW_GFX_VERTEX_UNIFORM(ISTEX1) + unit - 1, false); in ActivateTextureCoordinators()
356 NW_GFX_VERTEX_UNIFORM(UVMAP0) + i, true); in ActivateTextureCoordinators()
568 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(UVMAP0), false); in ActivateParticleTextureCoordinators()
610 shaderProgram->SetVertexUniformBool( NW_GFX_VERTEX_UNIFORM(UVMAP0), true); in ActivateParticleTextureCoordinators()
Dgfx_MeshRenderer.cpp201 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISSMOSK), false); in RenderSeparateDataShape()
202 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.cpp439 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTA), hasVertexAlpha); in ActivateVertexAttribute()
440 this->m_ShaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISBONEW), hasBoneWeightW); in ActivateVertexAttribute()
735 NW_GFX_VERTEX_UNIFORM(LIGHTCT), in ActivateVertexLights()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_MaterialState.h501 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISQUATE), isFragmentLightEnabled); in ActivateFragmentLightParameters()
526 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTL), true); in ActivateShadingParameters()
530 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISVERTL), false); in ActivateShadingParameters()
542 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISHEMIL), true); in ActivateShadingParameters()
544 NW_GFX_VERTEX_UNIFORM(ISHEMIO), in ActivateShadingParameters()
549 shaderProgram->SetVertexUniformBool(NW_GFX_VERTEX_UNIFORM(ISHEMIL), false); in ActivateShadingParameters()
Dgfx_ShaderUniforms.h466 #define NW_GFX_VERTEX_UNIFORM(x) VERTEX_SHADER_UNIFORM_##x##_INDEX macro