| /NW4C-2.0.3/sources/shaders/gfx/DefaultShader/ |
| D | CalcQuaternion.vsh | 45 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 …]
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| D | GenTexcoordSphereReflection.vsh | 33 add TEMP1.z, TEMP1.z, CONST_1 38 add TEMP_TEX.xy, TEMP_TEX.xy, CONST_HALF
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| D | CalcVertexLighting.vsh | 76 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz 77 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
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| D | GenTexcoordReflection.vsh | 30 add TEMP1, TEMP1, TEMP1
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| D | CalcTexcoord1.vsh | 48 add TRAN_TEX1.xy, TRAN_TEX1.xy, nw_texture_translate.zw
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| /NW4C-2.0.3/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleGShader.gsh | 63 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
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| D | gfx_ParticleVShader.vsh | 121 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 …]
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| /NW4C-2.0.3/sources/shaders/lyt/ |
| D | lyt_PaneShader.vsh | 181 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 …]
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| /NW4C-2.0.3/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 650 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-2.0.3/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 650 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-2.0.3/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 650 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-2.0.3/tools/DccPlugin/3dsMax/x86/2011/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 650 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-2.0.3/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 650 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-2.0.3/tools/DccPlugin/3dsMax/x64/2011/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 650 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-2.0.3/include/nw/gfx/ |
| D | gfx_ActivateCommand.h | 73 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()
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| /NW4C-2.0.3/sources/shaders/font/ |
| D | font_RectDrawerShader.vsh | 109 add rTempPos.z, rTempPos.z, uStereoCamera.y // temp z += add dist 239 add rCounter, rCounter, cVal.y
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/shader/ |
| D | nw4cDemo.vsh | 53 add tmpPos, tmpPos, aOffset
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| /NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/ |
| D | UserCalcColor.vsh | 57 add TEMP_COLO, TEMP_COLO, extension_color
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| /NW4C-2.0.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_SetRenderPriority.mel | 292 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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