| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 30 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate 31 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate 32 #pragma bind_symbol(aInput2.xyz, v2, v2) // scale 33 #pragma bind_symbol(aInput3.xyz, v3, v3) // color 38 #pragma bind_symbol(aInput8.xyz, v8, v8) // scaleExt 51 #pragma bind_symbol(PosOffs.xyz, c6, c6) 53 #pragma bind_symbol(TexcMap.xyz, c10, c10) 208 mul xvector.xyz, xvector, in_scale.x 209 mul yvector.xyz, yvector, in_scale.y 221 dp3 xvector.x, TEMP0.xyz, uModelView[0]._XYZ [all …]
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| /NW4C-1.2.23/SampleData/Graphics/Shader/UserShader/ |
| D | CalcQuaternion.vsh | 39 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 40 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 64 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 65 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 66 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 67 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x 70 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 71 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x
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| D | CalcVertexLighting.vsh | 70 …mad TEMP_COLO.xyz, TEMP1.xyz, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_AMBIENT + a0.x)._XYZ… 72 mul TEMP5.xyz, TEMP6.xxx, TEMP4.xyz 73 mul TEMP5.xyz, TEMP6.yyy, TEMP5.xyz 74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
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| D | gfx_UserShader3.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 | gfx_UserShader1.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 | gfx_UserShader2.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 | gfx_UserShader0.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 | 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 131 mul TEMP3.xyz, TEMP_NORM.xyz, extension_deform 132 add MODL_POSI.xyz, MODL_POSI.xyz, TEMP3.xyz 247 mul TEMP2.xyz, TEMP_NORM.xyz, extension_deform 248 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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| D | CalcHemisphereLighting.vsh | 32 mad TEMP_COLO.xyz, TEMP4, nw_material_diffuse._XYZW, TEMP_COLO
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| D | VertexShader.h | 79 #define _XYZ xyz
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| /NW4C-1.2.23/sources/shaders/gfx/DefaultShader/ |
| D | CalcQuaternion.vsh | 39 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 40 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 64 mul TEMP_NORM.xyz, TEMP_NORM.xyz, TEMP6.x 65 mul WRLD_NORM.xyz, WRLD_NORM.xyz, TEMP7.x 66 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 67 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x 70 mul TEMP_TANG.xyz, TEMP_TANG.xyz, TEMP6.x 71 mul WRLD_TANG.xyz, WRLD_TANG.xyz, TEMP7.x
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| D | CalcVertexLighting.vsh | 70 …mad TEMP_COLO.xyz, TEMP1.xyz, VERTEX_LIGHT_UNIFORM(VERTEX_LIGHT_AMBIENT + a0.x)._XYZ… 72 mul TEMP5.xyz, TEMP6.xxx, TEMP4.xyz 73 mul TEMP5.xyz, TEMP6.yyy, TEMP5.xyz 74 add TEMP_COLO.xyz, TEMP_COLO.xyz, TEMP5.xyz
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| D | gfx_DefaultShader3.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 | gfx_DefaultShader1.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 | gfx_DefaultShader2.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 | gfx_DefaultShader0.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 | CalcColor.vsh | 32 mov TEMP_COLO.xyz, CONST_0 41 mul TEMP_COLO.xyz, TEMP0.xyz, nw_vertex_color_scale
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| D | CalcHemisphereLighting.vsh | 32 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-1.2.23/sources/shaders/gfx/ShadowShader/ |
| D | gfx_ShadowShader.vsh | 26 #pragma bind_symbol(aPosition.xyz, v0, v0) 27 #pragma bind_symbol(aNormal.xyz, v1, v1) 37 #pragma bind_symbol(PosOffs.xyz, c6, c6) 39 #pragma bind_symbol(TexcMap.xyz, c10, c10)
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| D | TransformMatrix.vsh | 57 mul TEMP_POSI.xyz, nw_position, nw_attribute_scale0._X 58 mul TEMP_NORM.xyz, nw_normal, nw_attribute_scale0._Y 59 add TEMP_POSI.xyz, TEMP_POSI, nw_position_offset._XYZW
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| /NW4C-1.2.23/sources/shaders/demo/ |
| D | demo_Common.vsh | 33 #pragma bind_symbol( aPosition.xyz, v0, v0 ) 45 // m4x3 tmpView.xyz, aPosition, cViewMtx
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| /NW4C-1.2.23/demos/Nw4cDemo/resource/shader/ |
| D | nw4cDemo.vsh | 36 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-1.2.23/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 54 m4x3 tmp.xyz, pos, cViewMtx
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