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12

/NW4C-2.0.3/sources/shaders/gfx/DefaultShader/
DCalcQuaternion.vsh45 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
79 add r6.w, TEMP_NORM.z, r5.y
82 add r6.w, TEMP_TANG.x, r6
85 add r6.w, CONST_1, r6
92 add r7.xz, TEMP_TANG.wwyy, -TEMP_NORM.yyww
93 add r7.y, TEMP_NORM.x, -TEMP_TANG.z
104 add r8.x, CONST_1, -r5.y
105 add r9, r5.z, -r5.x
106 add r8.yzw, r8, TEMP_NORM.wwxy
107 add r8.x, r9, r8
[all …]
DGenTexcoordSphereReflection.vsh33 add TEMP1.z, TEMP1.z, CONST_1
38 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
DCalcVertexLighting.vsh76 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
77 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
DGenTexcoordReflection.vsh30 add TEMP1, TEMP1, TEMP1
DCalcTexcoord1.vsh48 add TRAN_TEX1.xy, TRAN_TEX1.xy, nw_texture_translate.zw
/NW4C-2.0.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleGShader.gsh63 add TEMP0, TEMP0, in_posoffset1
71 add TEMP0.xy, TEMP0.xy, in_texoffset.xy
72 add TEMP0.xy, TEMP0.xy, in_texoffset.zw
82 add TEMP0, TEMP0, -in_posoffset2
90 add TEMP0.xy, TEMP0.xy, in_texoffset.xy
100 add TEMP0, TEMP0, in_posoffset2
108 add TEMP0.xy, TEMP0.xy, in_texoffset.zw
118 add TEMP0, TEMP0, -in_posoffset1
Dgfx_ParticleVShader.vsh121 add TEMP0, TEMP0, uRotateOffset
124 add in_rotate, TEMP0, -TEMP1
362 add xvector.xy, TEMP1.xz, TEMP1.yw
366 add yvector.xy, TEMP1.xz, TEMP1.yw
379 add TEMP_POSI.xyz, nw_position, nw_position_offset._XYZW
394 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP0
395 add TEMP_VIEW.xyz, TEMP_VIEW, -TEMP1
416 add TEMP3, TEMP0, -TEMP1
434 add TEMP2.x, -aTextureTranslate.x, -CONST_HALF
435 add TEMP2.y, aTextureTranslate.y, -CONST_HALF
[all …]
/NW4C-2.0.3/sources/shaders/lyt/
Dlyt_PaneShader.vsh181 add aTexScale, CONST_1, -aTexScale
183 add aTexCoord0.x, aTexCoord0, aTexScale
184 add aTexCoord1.x, aTexCoord1, aTexScale
185 add aTexCoord2.x, aTexCoord2, aTexScale
195 add aTexCoord0.y, aTexCoord0, aTexScale
196 add aTexCoord1.y, aTexCoord1, aTexScale
197 add aTexCoord2.y, aTexCoord2, aTexScale
207 add aTexCoord0.x, CONST_1, -aTexCoord0
208 add aTexCoord1.x, CONST_1, -aTexCoord1
209 add aTexCoord2.x, CONST_1, -aTexCoord2
[all …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2011/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2011/Scripts/Startup/
DNW4C_node.ms.inc27 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
650 lv_nodes.Columns.add "Node Name "
[all …]
DNW4C_mtl.ms.inc62 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 …]
/NW4C-2.0.3/include/nw/gfx/
Dgfx_ActivateCommand.h73 static NW_INLINE u32 MultAddU32Color(u32 lhs, u32 rhs, u32 add) in MultAddU32Color() argument
78 … u32 r = (((((lhs << 1) & MASKx2) + 1) * (((rhs << 1) & MASKx2) + 1)) >> 10) + (add & MASK); in MultAddU32Color()
79 …u32 g = (((((lhs >> 7) & MASKx2) + 1) * (((rhs >> 7) & MASKx2) + 1)) >> 10) + ((add >> 8) & MASK… in MultAddU32Color()
80 …u32 b = (((((lhs >> 15) & MASKx2) + 1) * (((rhs >> 15) & MASKx2) + 1)) >> 10) + ((add >> 16) & MAS… in MultAddU32Color()
/NW4C-2.0.3/sources/shaders/font/
Dfont_RectDrawerShader.vsh109 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist
239 add rCounter, rCounter, cVal.y
/NW4C-2.0.3/demos/Nw4cDemo/sources/shader/
Dnw4cDemo.vsh53 add tmpPos, tmpPos, aOffset
/NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/
DUserCalcColor.vsh57 add TEMP_COLO, TEMP_COLO, extension_color
/NW4C-2.0.3/tools/DccPlugin/Maya/scripts/
DNW4C_SetRenderPriority.mel292 select -add -ne $sg; // shadingEngine
296 select -add $ins[0]; // material
298 select -add $sg; // shape object & face
880 select -add -ne $node; // shadingEngine
884 select -add $ins[0]; // material
886 select -add $node; // shape object & face

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