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/NW4C-1.2.23/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/scenes/
DPierrotModel.ma5378 setAttr ".wl[0].w[3]" 1;
5379 setAttr ".wl[1].w[3]" 1;
5380 setAttr ".wl[2].w[3]" 1;
5381 setAttr ".wl[3].w[3]" 1;
5382 setAttr ".wl[4].w[3]" 1;
5383 setAttr ".wl[5].w[3]" 1;
5384 setAttr ".wl[6].w[3]" 1;
5385 setAttr ".wl[7].w[3]" 1;
5386 setAttr ".wl[8].w[3]" 1;
5387 setAttr ".wl[9].w[3]" 1;
[all …]
/NW4C-1.2.23/SampleData/Graphics/DccPlugin/Maya/PrjSmpMale/scenes/
DMaleModel.ma4874 setAttr ".wl[0].w[10]" 1;
4875 setAttr ".wl[1].w[10]" 1;
4876 setAttr ".wl[2].w[10]" 1;
4877 setAttr ".wl[3].w[10]" 1;
4878 setAttr ".wl[4].w[10]" 1;
4879 setAttr ".wl[5].w[10]" 1;
4880 setAttr ".wl[6].w[10]" 1;
4881 setAttr ".wl[7].w[10]" 1;
4882 setAttr ".wl[8].w[10]" 1;
4883 setAttr ".wl[9].w[10]" 1;
[all …]
DMaleWalk.ma5386 setAttr ".wl[0].w[10]" 1;
5387 setAttr ".wl[1].w[10]" 1;
5388 setAttr ".wl[2].w[10]" 1;
5389 setAttr ".wl[3].w[10]" 1;
5390 setAttr ".wl[4].w[10]" 1;
5391 setAttr ".wl[5].w[10]" 1;
5392 setAttr ".wl[6].w[10]" 1;
5393 setAttr ".wl[7].w[10]" 1;
5394 setAttr ".wl[8].w[10]" 1;
5395 setAttr ".wl[9].w[10]" 1;
[all …]
DMaleRun.ma5362 setAttr ".wl[0].w[10]" 1;
5363 setAttr ".wl[1].w[10]" 1;
5364 setAttr ".wl[2].w[10]" 1;
5365 setAttr ".wl[3].w[10]" 1;
5366 setAttr ".wl[4].w[10]" 1;
5367 setAttr ".wl[5].w[10]" 1;
5368 setAttr ".wl[6].w[10]" 1;
5369 setAttr ".wl[7].w[10]" 1;
5370 setAttr ".wl[8].w[10]" 1;
5371 setAttr ".wl[9].w[10]" 1;
[all …]
/NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/
DUserTransformMatrix.vsh29 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
47 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
48 mad WRLD_NORM, TEMP1.w, TEMP4, WRLD_NORM
70 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
71 mad WRLD_NORM, TEMP1.w, TEMP4, WRLD_NORM
72 mad WRLD_TANG, TEMP1.w, TEMP5, WRLD_TANG
83 mov TEMP_POSI.w, CONST_1
108 mul TEMP1.w, nw_boneWeight.x, nw_attribute_scale1._W
112 mul TEMP1.w, nw_boneWeight.y, nw_attribute_scale1._W
116 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W
[all …]
DCalcQuaternion.vsh74 dp3 r5.w, r5, r5
75 rsq r5.w, r5.w
76 mul r5, r5, r5.w
77 add r6.w, TEMP_NORM.z, r5.y
80 add r6.w, TEMP_TANG.x, r6
81 mov TEMP_TANG.w, r5.z
83 add r6.w, CONST_1, r6
84 mov TEMP_NORM.w, r5.x
86 cmp GT, GT, r6.w, CONST_1__256
92 mov r7.w, r6
[all …]
DGenTexcoordReflection.vsh24 dp3 TEMP2.w, TEMP2, TEMP2
25 rsq TEMP2.w, TEMP2.w
26 mul TEMP2, TEMP2, TEMP2.w
DCalcVertexLighting.vsh48 dp3 TEMP4.w, TEMP4, TEMP4
49 rsq TEMP4.w, TEMP4.w
50 mul TEMP4, TEMP4, TEMP4.w
75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
DVertexShader.h84 #define _W w
167 #define CONST_3 CONSTANT[0].w
170 #define CONST_6 CONSTANT[2].w
172 #define CONST_QUARTER CONSTANT[1].w
173 #define CONST_1__4 CONSTANT[1].w
DUserCalcColor.vsh33 mov TEMP_COLO.w, nw_material_diffuse._W
39 mul TEMP_COLO.w, TEMP_COLO.w, TEMP0.w
/NW4C-1.2.23/sources/shaders/gfx/DefaultShader/
DTransformMatrix.vsh29 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
47 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
48 mad WRLD_NORM, TEMP1.w, TEMP4, WRLD_NORM
70 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
71 mad WRLD_NORM, TEMP1.w, TEMP4, WRLD_NORM
72 mad WRLD_TANG, TEMP1.w, TEMP5, WRLD_TANG
83 mov TEMP_POSI.w, CONST_1
108 mul TEMP1.w, nw_boneWeight.x, nw_attribute_scale1._W
112 mul TEMP1.w, nw_boneWeight.y, nw_attribute_scale1._W
116 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W
[all …]
DCalcQuaternion.vsh74 dp3 r5.w, r5, r5
75 rsq r5.w, r5.w
76 mul r5, r5, r5.w
77 add r6.w, TEMP_NORM.z, r5.y
80 add r6.w, TEMP_TANG.x, r6
81 mov TEMP_TANG.w, r5.z
83 add r6.w, CONST_1, r6
84 mov TEMP_NORM.w, r5.x
86 cmp GT, GT, r6.w, CONST_1__256
92 mov r7.w, r6
[all …]
DGenTexcoordReflection.vsh24 dp3 TEMP2.w, TEMP2, TEMP2
25 rsq TEMP2.w, TEMP2.w
26 mul TEMP2, TEMP2, TEMP2.w
DCalcVertexLighting.vsh48 dp3 TEMP4.w, TEMP4, TEMP4
49 rsq TEMP4.w, TEMP4.w
50 mul TEMP4, TEMP4, TEMP4.w
75 add TEMP_COLO.w, TEMP_COLO.w, TEMP4.w
DCalcColor.vsh33 mov TEMP_COLO.w, nw_material_diffuse._W
39 mul TEMP_COLO.w, TEMP_COLO.w, TEMP0.w
/NW4C-1.2.23/sources/shaders/gfx/ShadowShader/
DTransformMatrix.vsh31 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
49 mad MODL_POSI, TEMP1.w, TEMP3, MODL_POSI
50 mad WRLD_NORM, TEMP1.w, TEMP4, WRLD_NORM
60 mov TEMP_POSI.w, CONST_1
83 mul TEMP1.w, nw_boneWeight.x, nw_attribute_scale1._W
87 mul TEMP1.w, nw_boneWeight.y, nw_attribute_scale1._W
91 mul TEMP1.w, nw_boneWeight.z, nw_attribute_scale1._W
95 mul TEMP1.xy, nw_boneIndex.w, TEMP2.x
96 mul TEMP1.w, nw_boneWeight.w, nw_attribute_scale1._W
101 mov MODL_POSI.w, CONST_1
[all …]
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmButton.cpp28 SmButton::SmButton( uint x, uint y, uint w, uint h ) in SmButton() argument
46 m_Button->SetVertex( 2, x + w, y, nw::ut::Color8::BLACK ); in SmButton()
47 m_Button->SetVertex( 3, x + w, y + h, nw::ut::Color8::BLACK ); in SmButton()
58 …m_PushButton->SetVertex( 2, x + w + PRESSED_BTN_MARGIN, y - PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
59 …m_PushButton->SetVertex( 3, x + w + PRESSED_BTN_MARGIN, y + h + PRESSED_BTN_MARGIN, nw::ut::Colo… in SmButton()
64 m_Collision.SetRect( x, y, w, h ); in SmButton()
DSmPerf.cpp252 #define _SET_BAR_RECT( prim, x, y, w, h, color ) \ in Render() argument
255 prim.SetVertex( x + w, y + h, color ); \ in Render()
256 prim.SetVertex( x + w, y + h, color ); \ in Render()
257 prim.SetVertex( x + w, y, color ); \ in Render()
/NW4C-1.2.23/sources/shaders/gfx/
DVertexShader.h84 #define _W w
166 #define CONST_3 CONSTANT[0].w
169 #define CONST_6 CONSTANT[2].w
171 #define CONST_QUARTER CONSTANT[1].w
172 #define CONST_1__4 CONSTANT[1].w
/NW4C-1.2.23/sources/shaders/font/
Dfont_RectDrawerShader.vsh103 mov rTempView.w, rPosition.w
110 mov rTempPos.x, uStereoCamera.w
114 mov rTempPos.x, uStereoCamera.w // temp x = half parallax
125 dp4 oPosition.w, rTempView, uProjection[ 3 ].wzyx
128 cmp 3, 3, rQuad.w, cVal.y
137 mov oColor.w, rQuad.w
143 mova a0.y, rQuad.w
220 cmp 2, 2, cVal.w, rCounter
Dfont_TextWriterShader.vsh31 #define CONST_1__255 CONSTANT.w
53 mov pos.w, CONST_1
55 mov tmp.w, CONST_1
/NW4C-1.2.23/include/nw/gfx/
Dgfx_SceneHelper.h116 float w = in CalculateDepth() local
123 return ut::Clamp(-z / w, 0.0f, 1.0f); in CalculateDepth()
139 float w = in CalculateDepth() local
146 return ut::Clamp(-z / w, 0.0f, 1.0f); in CalculateDepth()
/NW4C-1.2.23/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp119 pTexCoord->w = 1.f - rb.y; in CalcTextureCoords()
136 pTexCoord->w = 1.f - rt.y; in CalcTextureCoords()
149 pTexCoord->w = 1.f - ( pTexCoordQuad[ src ][ VERTEX_RB ].y + trans.y ) * adjust_y; in CalcTextureCoords()
158 pTexCoord->w = 1.f - ( pTexCoordQuad[ src ][ VERTEX_RT ].y + trans.y ) * adjust_y; in CalcTextureCoords()
168 texCoords[ i ].y != texCoords[ i + TexMapMax ].w || // 上辺がそろっているかを判定 in CalcTextureCoords()
169 texCoords[ i ].w != texCoords[ i + TexMapMax ].y ) // 下辺がそろっているかを判定 in CalcTextureCoords()
232 pQuadInfo->w = basePt.y; in SetUpQuad()
290 m_UniformMtx[ m_UniformMtxIndex + i ].w = colors[ i ][ 3 ]; in SetUpVtxColors()
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_RenderContext.cpp643 direction.w = 0.0f; in ActivateFragmentLight()
649 GraphicsDevice::SetFragmentLightPositionW(index, (direction.w == 0.0f)); in ActivateFragmentLight()
675 position.w = 1.0f; in ActivateFragmentLight()
679 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
709 direction.w = 0.0f; in ActivateFragmentLight()
714 position.w = 1.0f; in ActivateFragmentLight()
719 GraphicsDevice::SetFragmentLightPositionW(index, (position.w == 0.0f)); in ActivateFragmentLight()
785 position.w = LIGHT_INFINITY; in ActivateVertexLight()
795 position.w = LIGHT_FINITY; in ActivateVertexLight()
811 spotDirection.w = 0.0f; in ActivateVertexLight()
[all …]
/NW4C-1.2.23/include/nw/ut/
Dut_ResTypes.h303 nw::ut::ResF32 w; member
307 nw::math::VEC4 vec; vec.x = x; vec.y = y; vec.z = z; vec.w = w; return vec; in VEC4()
309 void operator = (const nw::math::VEC4& val) { x = val.x; y = val.y; z = val.z; w = val.w; }
350 ResF32 w; member
355 quot.x = x; quot.y = y; quot.z = z; quot.w = w; in QUOT()

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