////////////////////////////////////////////////////////////////////////////// // // HLSL Effect Highlighter by Jarrett Billingsley (DrakeX) // ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // language name Language: DirectX HLSL Effect Description: HLSL Effect highlighter, based on DX9.0c version of HLSL. By Jarrett Billingsley (DrakeX) ////////////////////////////////////////////////////////////////////////////// // default file filter Filter: HLSL Effect Files (*.fx,*.fxh)|*.fx;*.fxh ////////////////////////////////////////////////////////////////////////////// // help file which will be invoked when F1 is pressed HelpFile: ////////////////////////////////////////////////////////////////////////////// // language case sensitivity CaseSensitive: 1 ////////////////////////////////////////////////////////////////////////////// // comment type LineComment: // BlockCommentBeg: /* BlockCommentEnd: */ ////////////////////////////////////////////////////////////////////////////// // identifier characters IdentifierBegChars: a..z A..Z _ IdentifierChars: a..z A..Z _ 0..9 ////////////////////////////////////////////////////////////////////////////// // numeric constants begin characters NumConstBegChars: 0..9 ////////////////////////////////////////////////////////////////////////////// // numeric constants characters NumConstChars: 0..9 ////////////////////////////////////////////////////////////////////////////// // escape character EscapeChar: \ ////////////////////////////////////////////////////////////////////////////// // keyword table KeyWords1: // keywords asm asm_fragment bool column_major compile compile_fragment const discard decl do double else extern false float for half if in inline inout int matrix out pass pixelfragment return register row_major sampler sampler1D sampler2D sampler3D samplerCUBE sampler_state shared stateblock stateblock_state static string struct technique texture texture1D texture2D texture3D textureCUBE true typedef uniform vector vertexfragment void volatile while float float2 float3 float4 float2x2 float2x3 float2x4 float3x2 float3x3 float3x4 float4x2 float4x3 float4x4 int int2 int3 int4 int2x2 int2x3 int2x4 int3x2 int3x3 int3x4 int4x2 int4x3 int4x4 bool bool2 bool3 bool4 bool2x2 bool2x3 bool2x4 bool3x2 bool3x3 bool3x4 bool4x2 bool4x3 bool4x4 vs_1_1 vs_2_0 vs_2_x vs_3_0 vs_2_sw vs_3_sw ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_x ps_3_0 ps_2_sw ps_3_sw vertexshader pixelshader vertexfragment pixelfragment compile_fragment // intrinsics KeyWords2: abs acos all any asin atan atan2 ceil clamp clip cos cosh cross D3DCOLORtoUBYTE4 ddx ddy degrees determinant distance dot exp exp2 faceforward floor fmod frac frexp fwidth isfinite isinf isnan ldexp length lerp lit log log10 log2 max min modf mul noise normalize pow radians reflect refract round rsqrt saturate sign sin sincos sinh smoothstep sqrt step tan tanh tex1D tex1D tex1Dbias tex1Dgrad tex1Dlod tex1Dproj tex2D tex2D tex2Dbias tex2Dgrad tex2Dlod tex2Dproj tex3D tex3D tex3Dbias tex3Dgrad tex3Dlod tex3Dproj texCUBE texCUBE texCUBEbias texCUBEgrad texCUBElod texCUBEproj transpose KeyWords3: KeyWords4: KeyWords5: ////////////////////////////////////////////////////////////////////////////// // string delimiter StringBegChar: " StringEndChar: " MultilineStrings: 0 ////////////////////////////////////////////////////////////////////////////// // use preprocessor UsePreprocessor: 0 ////////////////////////////////////////////////////////////////////////////// // highlight line CurrLineHighlighted: 1 ////////////////////////////////////////////////////////////////////////////// // colors SpaceCol: clWhite clBlack KeyWords1Col: $ff0000 $000000 KeyWords2Col: $ff0000 $000000 IdentifierCol: clWhite clBlack CommentCol: clGreen clBlack NumberCol: $0040FF40 clBlack StringCol: $000080FF clBlack SymbolCol: clWhite clBlack PreprocessorCol: clRed clBlack SelectionCol: clWhite clNavy CurrentLineCol: clWhite $00232323 OverrideTxtFgColor: 0 BlockAutoindent: 1 BlockBegStr: { BlockEndStr: } Keyword1Col: clRed clBlack Keyword2Col: $00FF80FF clBlack Keyword3Col: clYellow clBlack MatchedBracesCol: clWhite clBlack Keyword4Col: clWindowText clWindow Keyword5Col: clWindowText clWindow