SystemPosition4 VS(Position4 input) { Vector2 v2 = new Vector2(); v2 = new Vector2(1); v2 = new Vector2(1, 2); Vector3 v3 = new Vector3(); v3 = new Vector3(1); v3 = new Vector3(v2, 3); v3 = new Vector3(1, 2, 3); Vector4 v4 = new Vector4(); v4 = new Vector4(1); v4 = new Vector4(v3, 4); v4 = new Vector4(v2, 3, 4); v4 = new Vector4(1, 2, 3, 4); SystemPosition4 output; output.Position = input.Position; return(output); }
[VertexShader] SystemPosition4 VS(Position4 input) { SystemPosition4 output; output.Position = input.Position; return(output); }
SystemPosition4 VS(Position4 input) { Vector2 v2 = Vector2.Zero; v2 = Vector2.One; v2 = Vector2.UnitX; v2 = Vector2.UnitY; Vector3 v3 = Vector3.Zero; v3 = Vector3.One; v3 = Vector3.UnitX; v3 = Vector3.UnitY; v3 = Vector3.UnitZ; Vector4 v4 = Vector4.Zero; v4 = Vector4.One; v4 = Vector4.UnitX; v4 = Vector4.UnitY; v4 = Vector4.UnitZ; v4 = Vector4.UnitW; SystemPosition4 output; output.Position = input.Position; return(output); }
public SystemPosition4 VS(Position4 input) { SystemPosition4 output; output.Position = input.Position; return(output); }
Position4 VS(Position4 input) { Vector2 v2 = Vector2.Zero; v2 = Vector2.One; v2 = Vector2.UnitX; v2 = Vector2.UnitY; Vector3 v3 = Vector3.Zero; v3 = Vector3.One; v3 = Vector3.UnitX; v3 = Vector3.UnitY; v3 = Vector3.UnitZ; Vector4 v4 = Vector4.Zero; v4 = Vector4.One; v4 = Vector4.UnitX; v4 = Vector4.UnitY; v4 = Vector4.UnitZ; v4 = Vector4.UnitW; return(input); }
private SystemPosition4 CustomMethod(Position4 vert) { SystemPosition4 ret; ret.Position = vert.Position + UniformV4; return(ret); }
public Position4 PercentEqualsVS(Position4 input) { float x = 5; x %= input.Position.Y; return(input); }
SystemPosition4 VS(Position4 input) { SystemPosition4 output; output.Position = new Vector4(); return(output); }
public Position4 VS(Position4 input) { Position4 output; Matrix4x4 result = NoAttributeMatrix * Matrix0 * Matrix1 * Matrix2 * Matrix3 * Matrix4 * Matrix00; output.Position = Mul(result, input.Position); return(output); }
public Position4 VS(Position4 input) { float f = 0; Vector2 v2 = new Vector2(0, 0); Vector3 v3 = new Vector3(0, 0, 0); Vector4 v4 = new Vector4(0, 0, 0, 0); float r = 0; Vector2 r2 = new Vector2(0, 0); Vector3 r3 = new Vector3(0, 0, 0); Vector4 r4 = new Vector4(0, 0, 0, 0); // Abs r = Abs(f); r2 = Abs(v2); r3 = Abs(v3); r4 = Abs(v4); // Acos r = Acos(f); r2 = Acos(v2); r3 = Acos(v3); r4 = Acos(v4); // Clamp r = Clamp(f, 0, 10); r2 = Clamp(v2, new Vector2(0, 0), new Vector2(10, 10)); r3 = Clamp(v3, new Vector3(0, 0, 0), new Vector3(10, 10, 10)); r4 = Clamp(v4, new Vector4(0, 0, 0, 0), new Vector4(10, 10, 10, 10)); // Pow r = Pow(f, 10); r2 = Pow(v2, new Vector2(10, 12)); r3 = Pow(v3, new Vector3(10, 12, 14)); r4 = Pow(v4, new Vector4(10, 12, 14, 16)); // Saturate r = Saturate(f); r2 = Saturate(v2); r3 = Saturate(v3); r4 = Saturate(v4); // Tan r = Tan(f); r2 = Tan(v2); r3 = Tan(v3); r4 = Tan(v4); // Mod r = Mod(f, 2); r2 = Mod(v2, new Vector2(2, 4)); r3 = Mod(v3, new Vector3(2, 4, 6)); r4 = Mod(v4, new Vector4(2, 4, 6, 8)); // ClipToTextureCoordinates r2 = ClipToTextureCoordinates(v4); return(input); }
[VertexShader] SystemPosition4 VS(Position4 input) { SystemPosition4 output; PointLightInfo a = PointLights.PointLights[0]; Vector4 position = new Vector4(a.Position.XYZ(), 10); output.Position = input.Position; return(output); }
SystemPosition4 VS(Position4 input) { Position4 reversed = Reverse(input); Position4 shuffled = ShufflePosition4(reversed); SystemPosition4 output; output.Position = shuffled.Position; return(output); }
public Position4 VS(Position4 input) { input.Position.X += CustomField.F2_4.X; input.Position.Y += CustomField.F1_3; input.Position.Z -= CustomField.F2_1.Y; input.Position.W -= CustomField.F3_0.Z; return(input); }
SystemPosition4 VS(Position4 input) { Vector2 v2 = new Vector2(VS_M0.M11, VS_M1.M22); Vector4 v4 = Sample(VS_T0, VS_S0, v2); SystemPosition4 output; output.Position = v4; return(output); }
public SystemPosition4 VS(Position4 input) { SystemPosition4 output; float a = MathF.Max(0f, 10f); float b = MathF.Min(0f, 10f); float c = MathF.Pow(2, 10); output.Position = new Vector4(a, b, c, 1); return(output); }
public SystemPosition4 PercentEqualsVS(Position4 input) { float x = 5; x %= input.Position.Y; SystemPosition4 output; output.Position = input.Position; return(output); }
SystemPosition4 VS(Position4 input) { Position4 reversed = Reverse(input); Position4 shuffled = ShufflePosition4(reversed); SystemPosition4 output; output.Position = shuffled.Position; output.Position.X = CustomAbs(output.Position.X); output.Position.X += HelperMethod(output.Position.X); return(output); }
public SystemPosition4 VS(Position4 input) { Vector4 outputPos; Matrix4x4 result = NoAttributeMatrix * Matrix0 * Matrix1 * Matrix2 * Matrix3 * Matrix4 * Matrix00; outputPos = Mul(result, input.Position); SystemPosition4 output; output.Position = outputPos; return(output); }
public SystemPosition4 VS(Position4 input) { input.Position.X += CustomField.F2_4.X; input.Position.Y += CustomField.F1_3; input.Position.Z -= CustomField.F2_1.Y; input.Position.W -= CustomField.F3_0.Z; SystemPosition4 output; output.Position = input.Position; return(output); }
public SystemPosition4 VS(Position4 input) { Matrix4x4 newMat = new Matrix4x4( InputMatrix.M11, InputMatrix.M12, InputMatrix.M13, 0, InputMatrix.M21, InputMatrix.M22, InputMatrix.M23, 0, InputMatrix.M31, InputMatrix.M32, InputMatrix.M33, 0, 0, 0, 0, 1); SystemPosition4 output; output.Position = Vector4.Transform(input.Position, newMat); return(output); }
public SystemPosition4 VS(Position4 input) { Vector2 xy = Vector2.Zero; Vector2 zw; MyFunc(input.Position, ref xy, out zw); SystemPosition4 output; output.Position.X = xy.X; output.Position.Y = xy.Y; output.Position.Z = zw.X; output.Position.W = zw.Y; return(output); }
SystemPosition4 VS(Position4 input) { Vector2 v2 = new Vector2(); float f = v2.GetComponent(0); v2.SetComponent(1, f); Vector3 v3 = new Vector3(); f = v3.GetComponent(0); v3.SetComponent(1, f); Vector4 v4 = new Vector4(); f = v4.GetComponent(0); v4.SetComponent(1, f); SystemPosition4 output; output.Position = input.Position; return(output); }
[VertexShader] SystemPosition4 VS(Position4 input) { const int MyConst = 10; for (int i = 0; i < MyConst; i++) { } for (int i = 0; i < MyOtherConst; i++) { } SystemPosition4 output; Vector4 color = Vector4.Zero; for (int i = 0; i < PointLightsInfo.MaxLights; i++) { PointLightInfo a = PointLights.PointLights[i]; color += new Vector4(a.Color, MyConst); } output.Position = input.Position; return(output); }
Position4 VS(Position4 input) { Vector2 v2 = new Vector2(); v2 = new Vector2(1); v2 = new Vector2(1, 2); Vector3 v3 = new Vector3(); v3 = new Vector3(1); v3 = new Vector3(v2, 3); v3 = new Vector3(1, 2, 3); Vector4 v4 = new Vector4(); v4 = new Vector4(1); v4 = new Vector4(v3, 4); v4 = new Vector4(v2, 3, 4); v4 = new Vector4(1, 2, 3, 4); return(input); }
Vector4 FS(Position4 input) { return(input.Position); }
Position4 VS(Position4 input) { return(input); }
public SystemPosition4 VS(Position4 input) { float f = 0; float r = 0; Vector2 r2 = new Vector2(0, 0); Vector3 r3 = new Vector3(0, 0, 0); Vector4 r4 = new Vector4(0, 0, 0, 0); // Abs r = Abs(f); r2 = Abs(VH.V2); r3 = Abs(VH.V3); r4 = Abs(VH.V4); // Acos r = Acos(f); r2 = Acos(VH.V2); r3 = Acos(VH.V3); r4 = Acos(VH.V4); // Clamp r = Clamp(f, 0, 10); r2 = Clamp(VH.V2, new Vector2(0, 0), new Vector2(10, 10)); r3 = Clamp(VH.V3, new Vector3(0, 0, 0), new Vector3(10, 10, 10)); r4 = Clamp(VH.V4, new Vector4(0, 0, 0, 0), new Vector4(10, 10, 10, 10)); // Cos r = Cos(f); r2 = Cos(VH.V2); r3 = Cos(VH.V3); r4 = Cos(VH.V4); // Floor r = Floor(f); r2 = Floor(VH.V2); r3 = Floor(VH.V3); r4 = Floor(VH.V4); // Frac r = Frac(f); r2 = Frac(VH.V2); r3 = Frac(VH.V3); r4 = Frac(VH.V4); // Lerp r = Lerp(f, f, f); r2 = Lerp(VH.V2, VH.V2, f); r3 = Lerp(VH.V3, VH.V3, f); r4 = Lerp(VH.V4, VH.V4, f); // Pow r = Pow(f, 10); r2 = Pow(VH.V2, new Vector2(10, 12)); r3 = Pow(VH.V3, new Vector3(10, 12, 14)); r4 = Pow(VH.V4, new Vector4(10, 12, 14, 16)); // Saturate r = Saturate(f); r2 = Saturate(VH.V2); r3 = Saturate(VH.V3); r4 = Saturate(VH.V4); // Sin r = Sin(f); r2 = Sin(VH.V2); r3 = Sin(VH.V3); r4 = Sin(VH.V4); // SmoothStep r = SmoothStep(1f, 2f, f); r2 = SmoothStep(new Vector2(1f, 1f), new Vector2(2f, 2f), VH.V2); r3 = SmoothStep(new Vector3(1f, 1f, 1f), new Vector3(2f, 2f, 2f), VH.V3); r4 = SmoothStep(new Vector4(1f, 1f, 1f, 1f), new Vector4(2f, 2f, 2f, 2f), VH.V4); // Tan r = Tan(f); r2 = Tan(VH.V2); r3 = Tan(VH.V3); r4 = Tan(VH.V4); // Mod r = Mod(f, 2); r2 = Mod(VH.V2, new Vector2(2, 4)); r3 = Mod(VH.V3, new Vector3(2, 4, 6)); r4 = Mod(VH.V4, new Vector4(2, 4, 6, 8)); // ClipToTextureCoordinates r2 = ClipToTextureCoordinates(VH.V4); Vector4 v4 = VH.V4; r2 = ClipToTextureCoordinates(v4); SystemPosition4 output; output.Position = input.Position; return(output); }
private Position4 ShufflePosition4(Position4 vert) { vert.Position = ShuffleVector4(vert.Position); return(vert); }
private Position4 Reverse(Position4 vert) { vert.Position = vert.Position.WZYX(); vert.Position.X = Invert(3); return(vert); }
Position4 VS(Position4 input) { Vector2 v2 = new Vector2(1, 2); Vector2 r2 = Vector2.Abs(v2); r2 = Vector2.Add(v2, v2); r2 = Vector2.Clamp(v2, v2, v2); float r = Vector2.Distance(v2, v2); r = Vector2.DistanceSquared(v2, v2); r2 = Vector2.Divide(v2, v2); r2 = Vector2.Divide(v2, r); r = Vector2.Dot(v2, v2); r2 = Vector2.Lerp(v2, v2, 0.75f); r2 = Vector2.Max(v2, v2); r2 = Vector2.Min(v2, v2); r2 = Vector2.Multiply(v2, v2); r2 = Vector2.Multiply(v2, r); r2 = Vector2.Multiply(r, v2); r2 = Vector2.Negate(v2); r2 = Vector2.Normalize(v2); r2 = Vector2.Reflect(v2, v2); r2 = Vector2.SquareRoot(v2); r2 = Vector2.Subtract(v2, v2); r = v2.Length(); r = v2.LengthSquared(); Vector3 v3 = new Vector3(1, 2, 3); Vector3 r3 = Vector3.Abs(v3); r3 = Vector3.Add(v3, v3); r3 = Vector3.Clamp(v3, v3, v3); r3 = Vector3.Cross(v3, v3); r = Vector3.Distance(v3, v3); r = Vector3.DistanceSquared(v3, v3); r3 = Vector3.Divide(v3, v3); r3 = Vector3.Divide(v3, r); r = Vector3.Dot(v3, v3); r3 = Vector3.Lerp(v3, v3, 0.75f); r3 = Vector3.Max(v3, v3); r3 = Vector3.Min(v3, v3); r3 = Vector3.Multiply(v3, v3); r3 = Vector3.Multiply(v3, r); r3 = Vector3.Multiply(r, v3); r3 = Vector3.Negate(v3); r3 = Vector3.Normalize(v3); r3 = Vector3.Reflect(v3, v3); r3 = Vector3.SquareRoot(v3); r3 = Vector3.Subtract(v3, v3); r = v3.Length(); r = v3.LengthSquared(); Vector4 v4 = new Vector4(1, 2, 3, 4); Vector4 r4 = Vector4.Abs(v4); r4 = Vector4.Add(v4, v4); r4 = Vector4.Clamp(v4, v4, v4); r = Vector4.Distance(v4, v4); r = Vector4.DistanceSquared(v4, v4); r4 = Vector4.Divide(v4, v4); r4 = Vector4.Divide(v4, r); r = Vector4.Dot(v4, v4); r4 = Vector4.Lerp(v4, v4, 0.75f); r4 = Vector4.Max(v4, v4); r4 = Vector4.Min(v4, v4); r4 = Vector4.Multiply(v4, v4); r4 = Vector4.Multiply(v4, r); r4 = Vector4.Multiply(r, v4); r4 = Vector4.Negate(v4); r4 = Vector4.Normalize(v4); r4 = Vector4.SquareRoot(v4); r4 = Vector4.Subtract(v4, v4); r = v4.Length(); r = v4.LengthSquared(); return(input); }