| /NW4C-2.0.3/sources/shaders/lyt/ |
| D | lyt_ConstColorShader.vsh | 20 #define aPosition v0 21 #pragma bind_symbol(aPosition, v0,v0)
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| D | lyt_PaneShader.vsh | 20 #pragma bind_symbol(aVertexIndex, v0, v0) 46 #define aVertexIndex v0
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| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 394 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()
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| /NW4C-2.0.3/sources/shaders/demo/ |
| D | demo_Common.vsh | 19 #define aPosition v0 35 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-2.0.3/sources/shaders/font/ |
| D | font_TextWriterShader.vsh | 19 #define aPosition v0 40 #pragma bind_symbol ( aPosition.xy, v0, v0 )
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| D | font_RectDrawerShader.vsh | 21 #pragma bind_symbol( vVtxData, v0, v0 ) 22 #define vVtxData v0
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| /NW4C-2.0.3/demos/Nw4cDemo/sources/shader/ |
| D | nw4cDemo.vsh | 19 #define aPosition v0 38 #pragma bind_symbol( aPosition.xyz, v0, v0 )
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| /NW4C-2.0.3/SampleData/Graphics/Shader/DemoShader/ |
| D | UserRenderCommandShader.vsh | 18 #define InputPos v0 57 #pragma bind_symbol(Position.xyz, v0,v0)
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| /NW4C-2.0.3/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleGShader.gsh | 26 #pragma bind_symbol(geometry_input_dummy, v0, v0) 30 #define in_position v0
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| D | gfx_ParticleVShader.vsh | 21 #define aTranslate v0 32 #pragma bind_symbol(aInput0.xyz, v0, v0) // translate
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| /NW4C-2.0.3/sources/shaders/gfx/ShadowShader/ |
| D | gfx_ShadowShader.vsh | 28 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| /NW4C-2.0.3/sources/shaders/gfx/DefaultShader/ |
| D | gfx_DefaultShader3.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader1.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader2.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| D | gfx_DefaultShader0.vsh | 27 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| /NW4C-2.0.3/SampleData/Graphics/Shader/UserShader/ |
| D | gfx_UserShader.vsh | 25 #pragma bind_symbol(aPosition.xyz, v0, v0)
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| /NW4C-2.0.3/sources/shaders/gfx/ |
| D | VertexShader.h | 202 #define nw_position v0
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| /NW4C-2.0.3/sources/libraries/anim/res/ |
| D | anim_ResAnimCurve.cpp | 575 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_()
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| /NW4C-2.0.3/sources/libraries/lyt/ |
| D | lyt_Animation.cpp | 174 f32 v0 = key0.value; in GetHermiteCurveValue() local 184 return v0 * (2.0F * t1t1t1t2t2t2 - 3.0F * t1t1t2t2 + 1.0F) in GetHermiteCurveValue()
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