| /NW4C-2.0.3/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 32 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate 33 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate 34 #pragma bind_symbol(aInput2.xyz, v2, v2) // scale 35 #pragma bind_symbol(aInput3.xyz, v3, v3) // color 40 #pragma bind_symbol(aInput8.xyz, v8, v8) // scaleExt 53 #pragma bind_symbol(PosOffs.xyz, c6, c6) 55 #pragma bind_symbol(TexcMap.xyz, c10, c10) 211 mul xvector.xyz, xvector, in_scale.x 212 mul yvector.xyz, yvector, in_scale.y 224 dp3 xvector.x, TEMP0.xyz, uModelView[0]._XYZ [all …]
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| /NW4C-2.0.3/SampleData/Graphics/Shader/DemoShader/ |
| D | UserRenderCommandShader.vsh | 57 #pragma bind_symbol(Position.xyz, v0,v0) 70 mov TEMP_POS.xyz, InputPos.xyz 71 m4x3 TEMP_VIEW.xyz, TEMP_POS, WRLD_MAT 72 m4x3 TEMP_POS.xyz, TEMP_VIEW, VIEW_MAT 76 m3x3 TEMP_VIEW.xyz, InputNormal, WRLD_MAT 77 m3x3 TEMP_SRC_Z.xyz, TEMP_VIEW.xyz, VIEW_MAT 83 mul TEMP_SRC_Z.xyz, TEMP_SRC_Z.xyz, r0.x
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| /NW4C-2.0.3/sources/shaders/gfx/DefaultShader/ |
| D | CalcQuaternion.vsh | 41 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 42 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 66 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 67 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 68 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 69 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x 72 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 73 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x
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| D | CalcVertexLighting.vsh | 72 …mad TEMP_COLO.xyz, TEMP1.xyz, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_AMBIENT + a0.x)._XYZ… 74 mul TEMP5.xyz, TEMP6.xxx, TEMP4.xyz 75 mul TEMP5.xyz, TEMP6.yyy, TEMP5.xyz 76 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
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| D | gfx_DefaultShader3.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0) 28 #pragma bind_symbol(aNormal.xyz, v1, v1) 29 #pragma bind_symbol(aTangent.xyz, v2, v2) 36 #pragma bind_symbol(aUserAttribute0.xyz, v9, v9) 37 #pragma bind_symbol(aUserAttribute1.xyz, v10, v10) 38 #pragma bind_symbol(aUserAttribute2.xyz, v11, v11) 48 #pragma bind_symbol(PosOffs.xyz, c6, c6) 50 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | gfx_DefaultShader1.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0) 28 #pragma bind_symbol(aNormal.xyz, v1, v1) 29 #pragma bind_symbol(aTangent.xyz, v2, v2) 36 #pragma bind_symbol(aUserAttribute0.xyz, v9, v9) 37 #pragma bind_symbol(aUserAttribute1.xyz, v10, v10) 38 #pragma bind_symbol(aUserAttribute2.xyz, v11, v11) 48 #pragma bind_symbol(PosOffs.xyz, c6, c6) 50 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | gfx_DefaultShader2.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0) 28 #pragma bind_symbol(aNormal.xyz, v1, v1) 29 #pragma bind_symbol(aTangent.xyz, v2, v2) 36 #pragma bind_symbol(aUserAttribute0.xyz, v9, v9) 37 #pragma bind_symbol(aUserAttribute1.xyz, v10, v10) 38 #pragma bind_symbol(aUserAttribute2.xyz, v11, v11) 48 #pragma bind_symbol(PosOffs.xyz, c6, c6) 50 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | gfx_DefaultShader0.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0) 28 #pragma bind_symbol(aNormal.xyz, v1, v1) 29 #pragma bind_symbol(aTangent.xyz, v2, v2) 36 #pragma bind_symbol(aUserAttribute0.xyz, v9, v9) 37 #pragma bind_symbol(aUserAttribute1.xyz, v10, v10) 38 #pragma bind_symbol(aUserAttribute2.xyz, v11, v11) 48 #pragma bind_symbol(PosOffs.xyz, c6, c6) 50 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | CalcColor.vsh | 34 mov TEMP_COLO.xyz, CONST_0 43 mul TEMP_COLO.xyz, TEMP0.xyz, nw_vertex_color_scale
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| D | CalcHemisphereLighting.vsh | 34 mad TEMP_COLO.xyz, TEMP4, nw_material_diffuse._XYZW, TEMP_COLO
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| D | TransformMatrix.vsh | 79 mul TEMP_POSI.xyz, nw_position, nw_attribute_scale0._X 80 mul TEMP_NORM.xyz, nw_normal, nw_attribute_scale0._Y 81 mul TEMP_TANG.xyz, nw_tangent, nw_attribute_scale0._Z 82 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
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| /NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/ |
| D | gfx_UserShader.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0) 26 #pragma bind_symbol(aNormal.xyz, v1, v1) 27 #pragma bind_symbol(aTangent.xyz, v2, v2) 34 #pragma bind_symbol(aUserAttribute0.xyz, v9, v9) 35 #pragma bind_symbol(aUserAttribute1.xyz, v10, v10) 36 #pragma bind_symbol(aUserAttribute2.xyz, v11, v11) 46 #pragma bind_symbol(PosOffs.xyz, c6, c6) 48 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | UserTransformMatrix.vsh | 77 mul TEMP_POSI.xyz, nw_position, nw_attribute_scale0._X 78 mul TEMP_NORM.xyz, nw_normal, nw_attribute_scale0._Y 79 mul TEMP_TANG.xyz, nw_tangent, nw_attribute_scale0._Z 80 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW 120 mul TEMP3.xyz, TEMP_NORM.xyz, extension_deform 121 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP3.xyz 228 mul TEMP2.xyz, TEMP_NORM.xyz, extension_deform 229 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP2.xyz
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| D | UserCalcColor.vsh | 32 mov TEMP_COLO.xyz, CONST_0 41 mul TEMP_COLO.xyz, TEMP0.xyz, nw_vertex_color_scale
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| /NW4C-2.0.3/sources/shaders/gfx/ShadowShader/ |
| D | gfx_ShadowShader.vsh | 28 #pragma bind_symbol(aPosition.xyz, v0, v0) 29 #pragma bind_symbol(aNormal.xyz, v1, v1) 39 #pragma bind_symbol(PosOffs.xyz, c6, c6) 41 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | TransformMatrix.vsh | 58 mul TEMP_POSI.xyz, nw_position, nw_attribute_scale0._X 59 mul TEMP_NORM.xyz, nw_normal, nw_attribute_scale0._Y 60 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
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| /NW4C-2.0.3/SampleData/Graphics/Shader/MultiplyShader/ |
| D | CalcColor.vsh | 37 mov TEMP_COLO.xyz, TEMP0.xyz
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| D | CalcHemisphereLighting.vsh | 29 mul TEMP_COLO.xyz, TEMP4, TEMP_COLO
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| /NW4C-2.0.3/sources/shaders/demo/ |
| D | demo_Common.vsh | 35 #pragma bind_symbol( aPosition.xyz, v0, v0 ) 47 // m4x3 tmpView.xyz, aPosition, cViewMtx
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| /NW4C-2.0.3/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 56 m4x3 tmp.xyz, pos, cViewMtx
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| D | font_RectDrawerShader.vsh | 136 mov oColor.xyz, cVal.y
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/shader/ |
| D | nw4cDemo.vsh | 38 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-2.0.3/sources/shaders/gfx/ |
| D | VertexShader.h | 81 #define _XYZ xyz
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_ParticleEmitter.cpp | 662 f32 xyz = cookedScale.x * cookedScale.y * cookedScale.z; in CalcCubeForm() local 663 f32 topbottom = xyz * (1.0f - cubeForm.GetInner()); in CalcCubeForm()
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