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/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/Common/
DCommon.vsh19 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
26 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
32 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
33 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
34 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
36 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
38 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
41 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
42 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
55 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
[all …]
DCommonasm.h83 #define CONST_2 CONSTANT[0].z
85 #define CONST_HALF CONSTANT[1].z
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/PartsysGas/shaders/
DVShader1.vsh36 #define dmp_PartSys_center c63 // 4*(x,y,z,w) control point positions
37 #define dmp_PartSys_radii c71 // 4*(x,y,z,?) box radii around each control points
45 #define CONST_2 CONSTANT[0].z
55 mul r1.z, r2.x, uModelView[2].x
62 mul r1.z, r2.y, uModelView[2].y
69 mul r1.x, r2.z, uModelView[0].z
70 mul r1.y, r2.z, uModelView[1].z
71 mul r1.z, r2.z, uModelView[2].z
72 …dp4 dmp_Position.z, r0, uProjection[2] //control poin…
76 dp3 dmp_PMVS_Radii0.z, uProjection[0], r1
[all …]
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/GasCessna/shaders/
DVShader0.vsh37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)…
50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingSpotAtte/shaders/
DVShader.vsh37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)…
50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingDistanceAtte/shaders/
DVShader.vsh37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)…
50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandBufferJump/shaders/
DVShader.vsh37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
43 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)…
50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingMicrofacet/shaders/
DVShader.vsh37 dp3 TEMP_NORM.z, dmp_normal, dmp_local_to_view_matrix[2]
42 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
45 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
46 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
48 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + 1.0)…
50 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
53 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) is in…
54 … mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingSss/shaders/
DVShader.vsh33 #pragma output_map ( texture0w, o3.z )
44 … add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
47 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is …
48 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
53 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + …
59 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1…
62 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) i…
63 …mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat…
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingToonApple/shaders/
DVShader.vsh34 #pragma output_map ( texture0w, o3.z )
45 … add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
48 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is …
49 dp4 gl_Position.z, TEMP_VIEW, dmp_projection_matrix[2]
54 …cmp LEQ, LEQ, r4.x, CONST_0 // compare 0.5*(n.z + …
60 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1…
63 …rcp dmp_lrQuat.z, r4.x // sqrt(0.5*(n.z + 1.0)) i…
64 …mul dmp_lrQuat.xy, r5, r4 // 0.5*n*quat.z is in quat…
/CTR-SDK-4.2.7-SampleDemos/gx/Api/VertexBuffer/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheSimple/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Cmd/FragmentLightingSimpleCmd/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/FragmentLightingSimple/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandListDouble/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/AlphaTest/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformModel/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/Draw3d/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/CommandCacheVSUniformFrame/shaders/
DVShader.vsh67 #define CONST_HALF CONSTANT[1].z
85 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
91 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
92 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
94 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
96 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
98 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
101 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
102 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/Api/RenderToTexture/shaders/
DVShader.vsh69 #define CONST_HALF CONSTANT[1].z
89 dp3 TEMP_NORM.z, aNormal, MATRIX_ModelView02
95 …cmp EQ, EQ, TEMP_NORM.z, -CONST_1 // compare z component of …
96 add r4, TEMP_NORM.z, CONST_1 // n.z + 1.0 is in r4
98 dp4 vPosition.z, TEMP_VIEW, MATRIX_Proj2
100 …mul r4, r4, CONST_HALF // 0.5*(n.z + 1.0) is in r4
102 …rsq r4, r4.x // 1/sqrt(0.5*(n.z + 1.0))…
105 …rcp vQuaternion.z, r4.x // sqrt(0.5*(n.z + 1.0)) is i…
106 … mul vQuaternion.xy, r5, r4 // 0.5*n*quat.z is in quat.xy
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingAniso/shaders/
DVShader.vsh55 … add r6.w, TEMP_NORM.z, r5.y // m11+m22 in r6.w
59 mov TEMP_TANG.w, r5.z // m21 in tang.w
60 mov r5.z, TEMP_TANG.x // m00 in r5.z
63 …mov r5.x, TEMP_NORM.z // m22 in r5.x -> m…
69 …add r7.y, TEMP_NORM.x, -TEMP_TANG.z // m21-m12,m02-m20,…
81 add r9, r5.z, -r5.x // m00-m22 in r9
85 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x
89 add r9, r5.z, -r5.x // m00-m22 in r9
94 … add r8.z, CONST_1, -r5.z // m20,m21,1-m00,-m10 in r8
97 …add r8.z, r9, r8 // m20+m02,m21+m12,1+m22-m11-m00,m…
[all …]
/CTR-SDK-4.2.7-SampleDemos/common/libraries/demo/Body/
Ddemo_Cylinder.cpp78 f32 z = m_Radius * cosValue; in InitializeCylinder() local
81 SetPosition(vertexIndex, x, y, z); in InitializeCylinder()
84 x, y, z); in InitializeCylinder()
86 x, y, z); in InitializeCylinder()
91 x, y, z); in InitializeCylinder()
94 x, y, z); in InitializeCylinder()
96 x, y, z); in InitializeCylinder()
143 normal0.x, normal0.y, normal0.z); in InitializeCylinder()
145 normal1.x, normal1.y, normal1.z); in InitializeCylinder()
152 normal0.x, normal0.y, normal0.z); in InitializeCylinder()
[all …]
Ddemo_Particle.cpp100 m_Sphere.SetWorldPosition(m_Position.x, m_Position.y, m_Position.z); in Update()
111 …m_Velocity.z = s_RandomVelocityScale.z * (static_cast<f32>(::std::rand() % 256) / 256.0f - 0.5f) +… in Spawn()
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingFresnel/shaders/
DVShader.vsh41 #pragma output_map ( texture0w, o3.z )
58 … add r6.w, TEMP_NORM.z, r5.y // m11+m22 in r6.w
62 mov TEMP_TANG.w, r5.z // m21 in tang.w
63 mov r5.z, TEMP_TANG.x // m00 in r5.z
66 …mov r5.x, TEMP_NORM.z // m22 in r5.x -> m…
72 …add r7.y, TEMP_NORM.x, -TEMP_TANG.z // m21-m12,m02-m20,…
84 add r9, r5.z, -r5.x // m00-m22 in r9
88 cmp CMP_MODE_GT, CMP_MODE_GT, r5.z, r5.x
92 add r9, r5.z, -r5.x // m00-m22 in r9
97 … add r8.z, CONST_1, -r5.z // m20,m21,1-m00,-m10 in r8
[all …]
/CTR-SDK-4.2.7-SampleDemos/demo2/
Dgraphics.cpp215 if(v_g.z > 1.f) v_g.z = 1.f; in UpdateParams()
216 else if(v_g.z < -1.f) v_g.z = -1.f; in UpdateParams()
218 v_deg->y = nn::math::AsinDeg(v_g.z); // Incline of z-axis in UpdateParams()
241 if(v_pos->x > -4.f && v_pos->x < 4.f && v_pos->z > -4.f && v_pos->z < 4.f) in UpdateParams()
265 v_pos->z = 0.f; in UpdateParams()
268 v_v.z = 0.f; in UpdateParams()
316 nn::math::Vector3 trans(v_pos.x, posYforSphere, v_pos.z); in DrawObjects()
504 GLfloat a[] = {amb.x, amb.y, amb.z, amb.w}; in InitializeGraphics()
505 GLfloat d[] = {dif.x, dif.y, dif.z, dif.w}; in InitializeGraphics()
506 GLfloat s[] = {spc.x, spc.y, spc.z, spc.w}; in InitializeGraphics()

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