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jEdit example source code file (hlsl.xml)
The jEdit hlsl.xml source code<?xml version="1.0"?> <!DOCTYPE MODE SYSTEM "xmode.dtd"> <MODE> <!-- DirectX FX Files Syntax Highlighting (Edit Mode) for jEdit Including: Preprocessor, HLSL and Shader Assembler up to shader version 3.0 Author: Adam Sawicki - Homepage: http://regedit.gamedev.pl/ - E-mail: sawickiap@poczta.onet.pl - IRC: #warsztat @ PolNet - Gadu-Gadu: 2272474 --> <PROPS> <PROPERTY NAME="commentStart" VALUE="/*" /> <PROPERTY NAME="commentEnd" VALUE="*/" /> <PROPERTY NAME="lineComment" VALUE="//" /> <PROPERTY NAME="wordBreakChars" VALUE=".,+-*/=<>?^&[]{}" /> <!-- Auto indent --> <PROPERTY NAME="indentOpenBrackets" VALUE="{" /> <PROPERTY NAME="indentCloseBrackets" VALUE="}" /> <PROPERTY NAME="indentNextLine" VALUE="\s*(((if|while)\s*\(|else\s*|else\s+if\s*\(|for\s*\(.*\))[^{;]*)" /> <PROPERTY NAME="doubleBracketIndent" VALUE="false" /> <PROPERTY NAME="lineUpClosingBracket" VALUE="true" /> </PROPS> <RULES IGNORE_CASE="FALSE" HIGHLIGHT_DIGITS="TRUE" DIGIT_RE="((0[xX][0-9a-fA-F]+|\d+)[uUIL]?|\d+([eE]\d*)?[hHfF]?)"> <!-- C style comment --> <SPAN TYPE="COMMENT1"> <BEGIN>/* <END>*/ </SPAN> <SPAN TYPE="LITERAL1" ESCAPE="\" NO_LINE_BREAK="TRUE"> <BEGIN>" <END>" </SPAN> <SPAN TYPE="LITERAL1" ESCAPE="\" NO_LINE_BREAK="TRUE"> <BEGIN>' <END>' </SPAN> <!-- preprocessor statements --> <SEQ TYPE="KEYWORD2">## <SEQ TYPE="KEYWORD2">#@ <EOL_SPAN TYPE="KEYWORD2" DELEGATE="Preprocessor"># <!-- asm --> <SPAN AT_WORD_START="TRUE" EXCLUDE_MATCH="FALSE" TYPE="KEYWORD1" DELEGATE="Asm"> <BEGIN>asm <END>} </SPAN> <SPAN AT_WORD_START="TRUE" EXCLUDE_MATCH="FALSE" TYPE="KEYWORD1" DELEGATE="Asm"> <BEGIN>ASM <END>} </SPAN> <SPAN AT_WORD_START="TRUE" EXCLUDE_MATCH="FALSE" TYPE="KEYWORD1" DELEGATE="Asm"> <BEGIN>Asm <END>} </SPAN> <SPAN AT_WORD_START="TRUE" EXCLUDE_MATCH="FALSE" TYPE="KEYWORD1" DELEGATE="Asm"> <BEGIN>asm_fragment <END>} </SPAN> <!-- C style comment --> <EOL_SPAN TYPE="COMMENT2">// <!-- Operators - multi character --> <SEQ TYPE="OPERATOR">++ <SEQ TYPE="OPERATOR">-- <SEQ TYPE="OPERATOR">&& <SEQ TYPE="OPERATOR">|| <SEQ TYPE="OPERATOR">== <SEQ TYPE="OPERATOR">:: <SEQ TYPE="OPERATOR"><< <SEQ TYPE="OPERATOR"><<= <SEQ TYPE="OPERATOR">>> <SEQ TYPE="OPERATOR">>>= <SEQ TYPE="OPERATOR">... <SEQ TYPE="OPERATOR"><= <SEQ TYPE="OPERATOR">>= <SEQ TYPE="OPERATOR">!= <SEQ TYPE="OPERATOR">*= <SEQ TYPE="OPERATOR">/= <SEQ TYPE="OPERATOR">+= <SEQ TYPE="OPERATOR">-= <SEQ TYPE="OPERATOR">%= <SEQ TYPE="OPERATOR">&= <SEQ TYPE="OPERATOR">|= <SEQ TYPE="OPERATOR">^= <SEQ TYPE="OPERATOR">-> <!-- Operators - single characters --> <SEQ TYPE="OPERATOR">} <SEQ TYPE="OPERATOR">{ <SEQ TYPE="OPERATOR">+ <SEQ TYPE="OPERATOR">- <SEQ TYPE="OPERATOR">* <SEQ TYPE="OPERATOR">/ <SEQ TYPE="OPERATOR">% <SEQ TYPE="OPERATOR">= <SEQ TYPE="OPERATOR">< <SEQ TYPE="OPERATOR">> <SEQ TYPE="OPERATOR">! <!-- Function calls --> <MARK_PREVIOUS TYPE="FUNCTION" EXCLUDE_MATCH="TRUE">( <!-- Swizzle operator for vectors/scalars (a.xyzw OR b.rgba), matrices (c._m00_m01 OR d._11_12) indexing --> <SEQ_REGEXP TYPE="OPERATOR" HASH_CHAR=".">.(([xyzw]{1,4})|([rgba]{1,4})|((_m[0123][0123])+)|((_[1234][1234])+))(?!\p{Alnum}) <!-- Atomic, but complex types --> <SEQ_REGEXP TYPE="KEYWORD2" AT_WORD_START="TRUE" HASH_CHAR="bool">bool[1234](x[1234])?\b <SEQ_REGEXP TYPE="KEYWORD2" AT_WORD_START="TRUE" HASH_CHAR="int">int[1234](x[1234])?\b <SEQ_REGEXP TYPE="KEYWORD2" AT_WORD_START="TRUE" HASH_CHAR="half">half[1234](x[1234])?\b <SEQ_REGEXP TYPE="KEYWORD2" AT_WORD_START="TRUE" HASH_CHAR="float">float[1234](x[1234])?\b <SEQ_REGEXP TYPE="KEYWORD2" AT_WORD_START="TRUE" HASH_CHAR="double">double[1234](x[1234])?\b <!-- Semantics --> <SEQ_REGEXP TYPE="KEYWORD1" HASH_CHAR=":">:\s*(register\s*\(\w+(\s*\,\s*\w+\s*)?\)|\w+) <KEYWORDS> <!-- Control flow keywords --> <KEYWORD1>discard <KEYWORD1>do <KEYWORD1>else <KEYWORD1>for <KEYWORD1>if <KEYWORD1>return <KEYWORD1>typedef <KEYWORD1>while <!-- Other keywords --> <KEYWORD1>compile <KEYWORD1>compile_fragment <KEYWORD1>register <KEYWORD1>sampler_state <KEYWORD1>stateblock_state <KEYWORD1>technique <KEYWORD1>Technique <KEYWORD1>TECHNIQUE <KEYWORD1>pass <KEYWORD1>Pass <KEYWORD1>PASS <KEYWORD1>decl <KEYWORD1>Decl <KEYWORD1>DECL <!-- Atomic type keywords --> <KEYWORD2>void <KEYWORD2>bool <KEYWORD2>int <KEYWORD2>half <KEYWORD2>float <KEYWORD2>double <KEYWORD2>vector <KEYWORD2>matrix <!-- Object type keywords --> <KEYWORD3>string <KEYWORD3>texture <KEYWORD3>texture1D <KEYWORD3>texture2D <KEYWORD3>texture3D <KEYWORD3>textureCUBE <KEYWORD3>sampler <KEYWORD3>sampler1D <KEYWORD3>sampler2D <KEYWORD3>sampler3D <KEYWORD3>samplerCUBE <KEYWORD3>pixelfragment <KEYWORD3>vertexfragment <KEYWORD3>pixelshader <KEYWORD3>vertexshader <KEYWORD3>stateblock <KEYWORD3>struct <!-- Usage keywords --> <KEYWORD4>static <KEYWORD4>uniform <KEYWORD4>extern <KEYWORD4>volatile <KEYWORD4>inline <KEYWORD4>shared <KEYWORD4>const <KEYWORD4>row_major <KEYWORD4>column_major <KEYWORD4>in <KEYWORD4>inout <KEYWORD4>out <!-- Literals --> <LITERAL1>false <LITERAL1>true <LITERAL1>NULL <!-- Intrinsic functions --> <LITERAL2>abs <LITERAL2>acos <LITERAL2>all <LITERAL2>any <LITERAL2>asin <LITERAL2>atan <LITERAL2>atan2 <LITERAL2>ceil <LITERAL2>clamp <LITERAL2>clip <LITERAL2>cos <LITERAL2>cosh <LITERAL2>cross <LITERAL2>D3DCOLORtoUBYTE4 <LITERAL2>ddx <LITERAL2>ddy <LITERAL2>degrees <LITERAL2>determinant <LITERAL2>distance <LITERAL2>dot <LITERAL2>exp <LITERAL2>exp2 <LITERAL2>faceforward <LITERAL2>floor <LITERAL2>fmod <LITERAL2>frac <LITERAL2>frexp <LITERAL2>fwidth <LITERAL2>isfinite <LITERAL2>isinf <LITERAL2>isnan <LITERAL2>ldexp <LITERAL2>length <LITERAL2>lerp <LITERAL2>lit <LITERAL2>log <LITERAL2>log10 <LITERAL2>log2 <LITERAL2>max <LITERAL2>min <LITERAL2>modf <LITERAL2>mul <LITERAL2>noise <LITERAL2>normalize <LITERAL2>pow <LITERAL2>radians <LITERAL2>reflect <LITERAL2>refract <LITERAL2>round <LITERAL2>rsqrt <LITERAL2>saturate <LITERAL2>sign <LITERAL2>sin <LITERAL2>sincos <LITERAL2>sinh <LITERAL2>smoothstep <LITERAL2>sqrt <LITERAL2>step <LITERAL2>tan <LITERAL2>tanh <LITERAL2>transpose <!-- Intrinsic functions - sampling --> <LITERAL3>tex1D <LITERAL3>tex1Dgrad <LITERAL3>tex1Dbias <LITERAL3>tex1Dgrad <LITERAL3>tex1Dlod <LITERAL3>tex1Dproj <LITERAL3>tex2D <LITERAL3>tex2D <LITERAL3>tex2Dbias <LITERAL3>tex2Dgrad <LITERAL3>tex2Dlod <LITERAL3>tex2Dproj <LITERAL3>tex3D <LITERAL3>tex3D <LITERAL3>tex3Dbias <LITERAL3>tex3Dgrad <LITERAL3>tex3Dlod <LITERAL3>tex3Dproj <LITERAL3>texCUBE <LITERAL3>texCUBE <LITERAL3>texCUBEbias <LITERAL3>texCUBEgrad <LITERAL3>texCUBElod <LITERAL3>texCUBEproj <!-- Reserved but unused words --> <INVALID>auto <INVALID>break <INVALID>case <INVALID>catch <INVALID>char <INVALID>class <INVALID>const_cast <INVALID>continue <INVALID>default <INVALID>delete <INVALID>dynamic_cast <INVALID>enum <INVALID>explicit <INVALID>friend <INVALID>goto <INVALID>long <INVALID>mutable <INVALID>namespace <INVALID>new <INVALID>operator <INVALID>private <INVALID>protected <INVALID>public <INVALID>reinterpret_cast <INVALID>short <INVALID>signed <INVALID>sizeof <INVALID>static_cast <INVALID>switch <INVALID>template <INVALID>this <INVALID>throw <INVALID>try <INVALID>typename <INVALID>union <INVALID>unsigned <INVALID>using <INVALID>virtual </KEYWORDS> </RULES> <RULES SET="Include" DEFAULT="KEYWORD2" /> <RULES SET="Preprocessor" DEFAULT="KEYWORD2" IGNORE_CASE="FALSE" HIGHLIGHT_DIGITS="TRUE" DIGIT_RE="((0x[[:xdigit:]]+|[[:digit:]]+)[uUIL]?|[[:digit:]]+([eE][[:digit:]]*)?[hHfF]?)"> <!-- C style comment --> <SPAN TYPE="COMMENT1"> <BEGIN>/* <END>*/ </SPAN> <!-- this is a hack so that #include Other jEdit examples (source code examples)Here is a short list of links related to this jEdit hlsl.xml source code file: |
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