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/NW4C-2.0.3/sources/shaders/lyt/
Dlyt_ConstColorShader.vsh20 #define aPosition v0
21 #pragma bind_symbol(aPosition, v0,v0)
Dlyt_PaneShader.vsh20 #pragma bind_symbol(aVertexIndex, v0, v0)
46 #define aVertexIndex v0
/NW4C-2.0.3/include/nw/gfx/
Dgfx_CalculatedTransform.h394 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in NormalizeRotateMatrix() local
398 (void)math::VEC3Cross(v2, v0, v1); in NormalizeRotateMatrix()
400 float lengthSquareV0 = v0->LengthSquare(); in NormalizeRotateMatrix()
411 *v0 *= 1.0f / nn::math::FSqrt(lengthSquareV0); in NormalizeRotateMatrix()
414 (void)math::VEC3Cross(v1, v2, v0); in NormalizeRotateMatrix()
461 math::VEC3* v0 = reinterpret_cast<math::VEC3*>(&this->m_TransformMatrix.m[0]); in QuaternionToRotateMatrix() local
464 if (math::VEC3SquareLen(v0) < s_VecSquareLenTol || in QuaternionToRotateMatrix()
489 const math::VEC3* v0 = reinterpret_cast<const math::VEC3*>(&m.m[0]); in AdjustZeroRotateMatrix() local
493 if (math::VEC3SquareLen(v0) < s_VecSquareLenTol || in AdjustZeroRotateMatrix()
/NW4C-2.0.3/sources/shaders/demo/
Ddemo_Common.vsh19 #define aPosition v0
35 #pragma bind_symbol( aPosition.xyz, v0, v0 )
/NW4C-2.0.3/sources/shaders/font/
Dfont_TextWriterShader.vsh19 #define aPosition v0
40 #pragma bind_symbol ( aPosition.xy, v0, v0 )
Dfont_RectDrawerShader.vsh21 #pragma bind_symbol( vVtxData, v0, v0 )
22 #define vVtxData v0
/NW4C-2.0.3/demos/Nw4cDemo/sources/shader/
Dnw4cDemo.vsh19 #define aPosition v0
38 #pragma bind_symbol( aPosition.xyz, v0, v0 )
/NW4C-2.0.3/SampleData/Graphics/Shader/DemoShader/
DUserRenderCommandShader.vsh18 #define InputPos v0
57 #pragma bind_symbol(Position.xyz, v0,v0)
/NW4C-2.0.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleGShader.gsh26 #pragma bind_symbol(geometry_input_dummy, v0, v0)
30 #define in_position v0
Dgfx_ParticleVShader.vsh21 #define aTranslate v0
32 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate
/NW4C-2.0.3/sources/shaders/gfx/ShadowShader/
Dgfx_ShadowShader.vsh28 #pragma bind_symbol(aPosition.xyz, v0, v0)
/NW4C-2.0.3/sources/shaders/gfx/DefaultShader/
Dgfx_DefaultShader3.vsh27 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader1.vsh27 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader2.vsh27 #pragma bind_symbol(aPosition.xyz, v0, v0)
Dgfx_DefaultShader0.vsh27 #pragma bind_symbol(aPosition.xyz, v0, v0)
/NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/
Dgfx_UserShader.vsh25 #pragma bind_symbol(aPosition.xyz, v0, v0)
/NW4C-2.0.3/sources/shaders/gfx/
DVertexShader.h202 #define nw_position v0
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimCurve.cpp575 f32 v0 = Traits::GetValue( pSegment, pKey ); in CalcHermiteFloatSegmentFVSS_() local
580 return nw::math::Hermite( v0, t0, v1, t1, p, d ); in CalcHermiteFloatSegmentFVSS_()
604 f32 v0 = Traits::GetValue( pSegment, pKey ); in CalcHermiteFloatSegmentFVS_() local
609 return nw::math::Hermite( v0, t0, v1, t1, p, d ); in CalcHermiteFloatSegmentFVS_()
/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_Animation.cpp174 f32 v0 = key0.value; in GetHermiteCurveValue() local
184 return v0 * (2.0F * t1t1t1t2t2t2 - 3.0F * t1t1t2t2 + 1.0F) in GetHermiteCurveValue()