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Searched refs:_XYZW (Results 1 – 14 of 14) sorted by relevance

/NW4C-2.0.3/sources/shaders/gfx/DefaultShader/
DTransformMatrix.vsh27 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
28 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
29 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
40 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
41 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
42 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
44 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.x]._XYZW
45 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.x]._XYZW
46 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.x]._XYZW
58 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
[all …]
DCalcTexcoord0.vsh43 dp4 TRAN_TEX0.x, TEMP_TEX, nw_texture_matrix0[0]._XYZW
44 dp4 TRAN_TEX0.y, TEMP_TEX, nw_texture_matrix0[1]._XYZW
45 dp4 TRAN_TEX0.z, TEMP_TEX, nw_texture_matrix0[2]._XYZW
51 dp3 TRAN_TEX0.x, TEMP_TEX, nw_inverse_view_matrix[0]._XYZW
52 dp3 TRAN_TEX0.y, TEMP_TEX, nw_inverse_view_matrix[1]._XYZW
53 dp3 TRAN_TEX0.z, TEMP_TEX, nw_inverse_view_matrix[2]._XYZW
56 dp4 TRAN_TEX0.x, TEMP_TEX, nw_texture_matrix0[0]._XYZW
57 dp4 TRAN_TEX0.y, TEMP_TEX, nw_texture_matrix0[1]._XYZW
DCalcVertexLighting.vsh25 mov TEMP1, nw_material_ambient._XYZW
26 mov TEMP2, nw_material_diffuse._XYZW
34 … dp3 TEMP6.x, TEMP_NORM, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_POSITION + a0.x)._XYZW
38 sub TEMP4, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_POSITION + a0.x)._XYZW, TEMP_POSI
44 … TEMP6.y, TEMP5, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DISTANCE_ATTENUATION + a0.x)._XYZW
47 mov TEMP5, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_DIRECTION + a0.x)._XYZW
54 …dp3 TEMP5.x, -TEMP4, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_SPOT_DIRECTION + a0.x)._XYZW
73 …mul TEMP4, TEMP2, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_DIFFUSE + a0.x)._XYZW
DCalcHemisphereLighting.vsh25 dp3 TEMP1, TEMP_NORM, nw_hemi_sphere_direction._XYZW
28 mov TEMP3, nw_hemi_sphere_ground._XYZW
29 sub TEMP2, nw_hemi_sphere_sky._XYZW, TEMP3
34 mad TEMP_COLO.xyz, TEMP4, nw_material_diffuse._XYZW, TEMP_COLO
DCalcTexcoord1.vsh43 dp4 TRAN_TEX1.x, TEMP_TEX, nw_texture_matrix1[0]._XYZW
44 dp4 TRAN_TEX1.y, TEMP_TEX, nw_texture_matrix1[1]._XYZW
45 dp4 TRAN_TEX1.z, TEMP_TEX, nw_texture_matrix1[2]._XYZW
51 dp4 TRAN_TEX1.x, TEMP_TEX, nw_texture_matrix1[0]._XYZW
52 dp4 TRAN_TEX1.y, TEMP_TEX, nw_texture_matrix1[1]._XYZW
DCalcTexcoord2.vsh41 dp4 TRAN_TEX2.x, TEMP_TEX, nw_texture_matrix2[0]._XYZW
42 dp4 TRAN_TEX2.y, TEMP_TEX, nw_texture_matrix2[1]._XYZW
DCalcColor.vsh54 mov TEMP_COLO, nw_material_diffuse._XYZW
/NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/
DUserTransformMatrix.vsh25 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
26 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
27 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
38 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
39 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
40 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
42 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.x]._XYZW
43 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.x]._XYZW
44 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.x]._XYZW
56 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
[all …]
DUserCalcColor.vsh52 mov TEMP_COLO, nw_material_diffuse._XYZW
/NW4C-2.0.3/sources/shaders/gfx/ShadowShader/
DTransformMatrix.vsh29 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
30 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
31 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
42 dp4 TEMP3.x, TEMP_POSI, nw_matrix_pallet[0 + a0.x]._XYZW
43 dp4 TEMP3.y, TEMP_POSI, nw_matrix_pallet[1 + a0.x]._XYZW
44 dp4 TEMP3.z, TEMP_POSI, nw_matrix_pallet[2 + a0.x]._XYZW
46 dp3 TEMP4.x, TEMP_NORM, nw_matrix_pallet[0 + a0.x]._XYZW
47 dp3 TEMP4.y, TEMP_NORM, nw_matrix_pallet[1 + a0.x]._XYZW
48 dp3 TEMP4.z, TEMP_NORM, nw_matrix_pallet[2 + a0.x]._XYZW
60 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
[all …]
Dgfx_ShadowShader.vsh105 mov o1, nw_material_diffuse._XYZW
/NW4C-2.0.3/SampleData/Graphics/Shader/MultiplyShader/
DCalcHemisphereLighting.vsh23 dp3 TEMP1, TEMP_NORM, nw_hemi_sphere_direction._XYZW
26 mov TEMP3, nw_hemi_sphere_ground._XYZW
27 sub TEMP2, nw_hemi_sphere_sky._XYZW, TEMP3
/NW4C-2.0.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleVShader.vsh379 add TEMP_POSI.xyz, nw_position, nw_position_offset._XYZW
381 dp4 WRLD_POSI.x, TEMP_POSI, uModel[0]._XYZW
382 dp4 WRLD_POSI.y, TEMP_POSI, uModel[1]._XYZW
383 dp4 WRLD_POSI.z, TEMP_POSI, uModel[2]._XYZW
386 dp4 TEMP_VIEW.x, WRLD_POSI, nw_world_to_view_matrix[0]._XYZW
387 dp4 TEMP_VIEW.y, WRLD_POSI, nw_world_to_view_matrix[1]._XYZW
388 dp4 TEMP_VIEW.z, WRLD_POSI, nw_world_to_view_matrix[2]._XYZW
404 dp4 o_Position.x, TEMP_VIEW, nw_projection_matrix[0]._XYZW
405 dp4 o_Position.y, TEMP_VIEW, nw_projection_matrix[1]._XYZW
406 dp4 o_Position.z, TEMP_VIEW, nw_projection_matrix[2]._XYZW
[all …]
/NW4C-2.0.3/sources/shaders/gfx/
DVertexShader.h79 #define _XYZW xyzw macro