Hello,

Some time ago I created this highlighter for PSPad. I using it to develop
shaders and it is very helpful.

I saw on this forum one highlighter but it was to simple. That is why I posting
new one.

My highlighter is compatibile with effect files with version 2.0. It mean, it
contains all things form shader model 1.x to 2.x.

It is based on DirectX documentation and contains all possible
keywords/functions/states and rest.

Enjoy!

;PSPad user HighLighter definition file
[Settings]
Name=High Level Shading Language
HTMLGroup=0
Label=1
FileType=*.fx,*.fxh
CommentString=
SlashComment=1
CComment=1
SlashComment=1
Preprocessors=1
IndentChar=
UnIndentChar=
TabWidth=2
CaseSensitive=1
DoubleQuote=1
KeyWordChars=_
CodeExplorer=ftCPP
[KeyWords]
asm=
asm_fragment=
auto=
BINORMAL=
BINORMAL0=
BINORMAL1=
BINORMAL10=
BINORMAL11=
BINORMAL12=
BINORMAL13=
BINORMAL14=
BINORMAL15=
BINORMAL2=
BINORMAL3=
BINORMAL4=
BINORMAL5=
BINORMAL6=
BINORMAL7=
BINORMAL8=
BINORMAL9=
BLENDINDICES=
BLENDINDICES0=
BLENDINDICES1=
BLENDINDICES10=
BLENDINDICES11=
BLENDINDICES12=
BLENDINDICES13=
BLENDINDICES14=
BLENDINDICES15=
BLENDINDICES2=
BLENDINDICES3=
BLENDINDICES4=
BLENDINDICES5=
BLENDINDICES6=
BLENDINDICES7=
BLENDINDICES8=
BLENDINDICES9=
BLENDWEIGHT=
BLENDWEIGHT0=
BLENDWEIGHT1=
BLENDWEIGHT10=
BLENDWEIGHT11=
BLENDWEIGHT12=
BLENDWEIGHT13=
BLENDWEIGHT14=
BLENDWEIGHT15=
BLENDWEIGHT2=
BLENDWEIGHT3=
BLENDWEIGHT4=
BLENDWEIGHT5=
BLENDWEIGHT6=
BLENDWEIGHT7=
BLENDWEIGHT8=
BLENDWEIGHT9=
bool=
bool1=
bool1x1=
bool1x2=
bool1x3=
bool1x4=
bool2=
bool2x1=
bool2x2=
bool2x3=
bool2x4=
bool3=
bool3x1=
bool3x2=
bool3x3=
bool3x4=
bool4=
bool4x1=
bool4x2=
bool4x3=
bool4x4=
break=
case=
catch=
char=
class=
COLOR=
COLOR0=
COLOR1=
COLOR10=
COLOR11=
COLOR12=
COLOR13=
COLOR14=
COLOR15=
COLOR2=
COLOR3=
COLOR4=
COLOR5=
COLOR6=
COLOR7=
COLOR8=
COLOR9=
column_major=
compile=
compile_fragment=
const=
const_cast=
continue=
decl=
default=
delete=
DEPTH=
DEPTH0=
DEPTH1=
DEPTH10=
DEPTH11=
DEPTH12=
DEPTH13=
DEPTH14=
DEPTH15=
DEPTH2=
DEPTH3=
DEPTH4=
DEPTH5=
DEPTH6=
DEPTH7=
DEPTH8=
DEPTH9=
discard=
do=
double=
dynamic_cast=
else=
enum=
explicit=
extern=
false=
float=
float1=
float1x1=
float1x2=
float1x3=
float1x4=
float2=
float2x1=
float2x2=
float2x3=
float2x4=
float3=
float3x1=
float3x2=
float3x3=
float3x4=
float4=
float4x1=
float4x2=
float4x3=
float4x4=
FOG=
for=
friend=
goto=
half=
if=
in=
inline=
inout=
int=
int1=
int1x1=
int1x2=
int1x3=
int1x4=
int2=
int2x1=
int2x2=
int2x3=
int2x4=
int3=
int3x1=
int3x2=
int3x3=
int3x4=
int4=
int4x1=
int4x2=
int4x3=
int4x4=
long=
matrix=
mutable=
namespace=
new=
NORMAL=
NORMAL0=
NORMAL1=
NORMAL10=
NORMAL11=
NORMAL12=
NORMAL13=
NORMAL14=
NORMAL15=
NORMAL2=
NORMAL3=
NORMAL4=
NORMAL5=
NORMAL6=
NORMAL7=
NORMAL8=
NORMAL9=
operator=
out=
pass=
pixelfragment=
POSITION=
POSITION0=
POSITION1=
POSITION10=
POSITION11=
POSITION12=
POSITION13=
POSITION14=
POSITION15=
POSITION2=
POSITION3=
POSITION4=
POSITION5=
POSITION6=
POSITION7=
POSITION8=
POSITION9=
POSITIONT=
private=
protected=
ps_1_1=
ps_1_2=
ps_1_3=
ps_1_4=
ps_2_0=
ps_2_a=
ps_2_b=
PSIZE=
PSIZE0=
PSIZE1=
PSIZE10=
PSIZE11=
PSIZE12=
PSIZE13=
PSIZE14=
PSIZE15=
PSIZE2=
PSIZE3=
PSIZE4=
PSIZE5=
PSIZE6=
PSIZE7=
PSIZE8=
PSIZE9=
public=
register=
reinterpret_cast=
return=
row_major=
sampler=
sampler_state=
sampler1D=
sampler2D=
sampler3D=
samplerCUBE=
shared=
short=
signed=
sizeof=
stateblock=
stateblock_state=
static=
static_cast=
string=
struct=
switch=
TANGENT=
TANGENT0=
TANGENT1=
TANGENT10=
TANGENT11=
TANGENT12=
TANGENT13=
TANGENT14=
TANGENT15=
TANGENT2=
TANGENT3=
TANGENT4=
TANGENT5=
TANGENT6=
TANGENT7=
TANGENT8=
TANGENT9=
technique=
template=
TESSFACTOR=
TESSFACTOR0=
TESSFACTOR1=
TESSFACTOR10=
TESSFACTOR11=
TESSFACTOR12=
TESSFACTOR13=
TESSFACTOR14=
TESSFACTOR15=
TESSFACTOR2=
TESSFACTOR3=
TESSFACTOR4=
TESSFACTOR5=
TESSFACTOR6=
TESSFACTOR7=
TESSFACTOR8=
TESSFACTOR9=
TEXCOORD=
TEXCOORD0=
TEXCOORD1=
TEXCOORD10=
TEXCOORD11=
TEXCOORD12=
TEXCOORD13=
TEXCOORD14=
TEXCOORD15=
TEXCOORD2=
TEXCOORD3=
TEXCOORD4=
TEXCOORD5=
TEXCOORD6=
TEXCOORD7=
TEXCOORD8=
TEXCOORD9=
texture=
texture1D=
texture2D=
texture3D=
textureCUBE=
this=
throw=
true=
try=
typedef=
typename=
uniform=
union=
unsigned=
using=
vector=
vertexfragment=
VFACE=
virtual=
void=
volatile=
VPOS=
vs_1_1=
vs_2_0=
vs_2_a=
while=
[ReservedWords]
AddressU=
AddressV=
AddressW=
AlphaArg0=
AlphaArg1=
AlphaArg2=
AlphaBlendEnable=
AlphaFunc=
AlphaOp=
AlphaRef=
AlphaTestEnable=
Ambient=
AmbientMaterialSource=
BlendOp=
BorderColor=
BumpEnvLOffset=
BumpEnvLScale=
BumpEnvMat00=
BumpEnvMat01=
BumpEnvMat10=
BumpEnvMat11=
Clipping=
ClipPlaneEnable=
ColorArg0=
ColorArg1=
ColorArg2=
ColorOp=
ColorVertex=
ColorWriteEnable=
CullMode=
DepthBias=
DestBlend=
DiffuseMaterialSource=
DitherEnable=
EmissiveMaterialSource=
FillMode=
FogColor=
FogDensity=
FogEnable=
FogEnd=
FogStart=
FogTableMode=
FogVertexMode=
IndexedVertexBlendEnable=
LastPixel=
LightAmbient=
LightAttenuation0=
LightAttenuation1=
LightAttenuation2=
LightDiffuse=
LightDirection=
LightEnable=
LightFalloff=
Lighting=
LightPhi=
LightPosition=
LightRange=
LightSpecular=
LightTheta=
LightType=
LocalViewer=
MagFilter=
MaterialAmbient=
MaterialDiffuse=
MaterialEmissive=
MaterialPower=
MaterialSpecular=
MaxAnisotropy=
MaxMipLevel=
MinFilter=
MipFilter=
MipMapLodBias=
MultiSampleAntialias=
MultiSampleMask=
NormalizeNormals=
PatchSegments=
PixelShader=
PixelShaderConstant=
PixelShaderConstant1=
PixelShaderConstant2=
PixelShaderConstant3=
PixelShaderConstant4=
PixelShaderConstantB=
PixelShaderConstantF=
PixelShaderConstantI=
PointScale_A=
PointScale_B=
PointScale_C=
PointScaleEnable=
PointSize=
PointSize_Max=
PointSize_Min=
PointSpriteEnable=
ProjectionTransform=
RangeFogEnable=
ResultArg=
Sampler=
ShadeMode=
SlopeScaleDepthBias=
SpecularEnable=
SpecularMaterialSource=
SrcBlend=
SRGBTexture=
StencilEnable=
StencilFail=
StencilFunc=
StencilMask=
StencilPass=
StencilRef=
StencilWriteMask=
StencilZFail=
TexCoordIndex=
Texture=
TextureFactor=
TextureTransform=
TextureTransformFlags=
TweenFactor=
VertexBlend=
VertexShader=
VertexShaderConstant=
VertexShaderConstant1=
VertexShaderConstant2=
VertexShaderConstant3=
VertexShaderConstant4=
VertexShaderConstantB=
VertexShaderConstantF=
VertexShaderConstantI=
ViewTransform=
WorldTransform=
Wrap0=
Wrap1=
Wrap10=
Wrap11=
Wrap12=
Wrap13=
Wrap14=
Wrap15=
Wrap2=
Wrap3=
Wrap4=
Wrap5=
Wrap6=
Wrap7=
Wrap8=
Wrap9=
ZEnable=
ZFunc=
ZWriteEnable=
[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=
tex1Dbias=
tex1Dgrad=
tex1Dgrad=
tex1Dlod=
tex1Dproj=
tex2D=
tex2D=
tex2Dbias=
tex2Dgrad=
tex2Dlod=
tex2Dproj=
tex3D=
tex3D=
tex3Dbias=
tex3Dgrad=
tex3Dlod=
tex3Dproj=
texCUBE=
texCUBE=
texCUBEbias=
texCUBEgrad=
texCUBElod=
texCUBEproj=
transpose=
[KeyWords3]
0Weights=
1Weights=
2Weights=
3Weights=
4Weights=
AdaptiveTess_W=
AdaptiveTess_X=
AdaptiveTess_Y=
AdaptiveTess_Z=
Add=
Add=
AddSigned=
AddSigned2x=
Addsmooth=
AlphaArg0=
AlphaArg1=
AlphaArg2=
AlphaBlendEnable=
AlphaFunc=
AlphaRef=
AlphaReplicate=
AlphaTestEnable=
Always=
Ambient=
AmbientMaterialSource=
Anisotropic=
AntiAliasedLineEnable=
BlendCurrentAlpha=
BlendDiffuseAlpha=
BlendFactor=
BlendFactor=
BlendFactorAlpha=
BlendOp=
BlendOpAlpha=
BlendTextureAlpha=
BlendTextureAlphaPm=
Border=
BothInvSrcAlpha=
BothSrcAlpha=
BumpEnvMap=
BumpEnvMapLuminance=
CCW=
CCW_StencilFail=
CCW_StencilFunc=
CCW_StencilPass=
CCW_StencilZFail=
Clamp=
Clipping=
ClipPlaneEnable=
Color1=
Color2=
ColorArg0=
ColorArg1=
ColorArg2=
ColorVertex=
ColorWriteEnable=
ColorWriteEnable1=
ColorWriteEnable2=
ColorWriteEnable3=
Complement=
Constant=
Continuous=
Count1=
Count2=
Count3=
Count4=
Cubic=
CullMode=
Current=
CW=
DebugMonitorToken=
Decr=
DecrSat=
DepthBias=
DestAlpha=
DestBlend=
DestBlendAlpha=
DestColor=
Diffuse=
DiffuseMaterialSource=
Directional=
Disable=
Disable=
Disable=
Disable=
Discrete=
DitherEnable=
DotProduct3=
EmissiveMaterialSource=
Enable=
EnableAdaptiveTessellation=
Equal=
Exp=
Exp2=
False=
FillMode=
Flat=
FogColor=
FogDensity=
FogEnable=
FogEnd=
FogStart=
FogTableMode=
FogVertexMode=
GaussianQuad=
Gouraud=
Greater=
GreaterEqual=
Incr=
IncrSat=
IndexedVertexBlendEnable=
InvBlendFactor=
InvDestAlpha=
InvDestColor=
Invert=
InvSrcAlpha=
InvSrcColor=
Keep=
LastPixel=
Lerp=
Less=
LessEqual=
Lighting=
Linear=
Linear=
Linear=
LocalViewer=
Material=
Max=
MaxTessellationLevel=
Min=
MinTessellationLevel=
Mirror=
MirrorOnce=
Modulate=
Modulate2x=
Modulate4x=
ModulateAlpha_AddColor=
ModulateColor_AddAlpha=
ModulateInvAlpha_AddColor=
ModulateInvColor_AddAlpha=
MultiplyAdd=
MultiSampleAntiAlias=
MultiSampleMask=
Never=
None=
None=
None=
NormalDegree=
NormalizeNormals=
NotEqual=
One=
PatchEdgeStyle=
Phong=
Point=
Point=
PointScale_A=
PointScale_B=
PointScale_C=
PointScaleEnable=
PointSize=
PointSize_Max=
PointSize_Min=
PointSpriteEnable=
PositionDegree=
PreModulate=
Projected=
Projection=
PyramidalQuad=
Quadric=
Quintic=
RangeFogEnable=
Replace=
ResultArg=
RevSubtract=
ScissorTestEnable=
SelectArg1=
SelectArg2=
SelectMask=
SeparateAlphaBlendEnable=
ShadeMode=
SlopeScaleDepthBias=
Solid=
Specular=
SpecularEnable=
SpecularMaterialSource=
Spot=
SrcAlpha=
SrcAlphaSat=
SrcBlend=
SrcBlendAlpha=
SrcColor=
sRGBWriteEnable=
StencilEnable=
StencilFail=
StencilFunc=
StencilMask=
StencilPass=
StencilRef=
StencilWriteMask=
StencilZFail=
Subtract=
Subtract=
Temp=
Texture=
Texture0=
Texture1=
Texture2=
Texture3=
Texture4=
Texture5=
Texture6=
Texture7=
TextureFactor=
TFactor=
True=
TweenFactor=
Tweening=
TwoSidedStencilMode=
UseW=
VertexBlend=
View=
Wireframe=
Wrap=
Wrap0=
Wrap1=
Wrap10=
Wrap11=
Wrap12=
Wrap13=
Wrap14=
Wrap15=
Wrap2=
Wrap3=
Wrap4=
Wrap5=
Wrap6=
Wrap7=
Wrap8=
Wrap9=
ZEnable=
Zero=
Zero=
ZFunc=
ZWriteEnable=

-- 
<http://forum.pspad.com/read.php?2,41959,41959>
PSPad freeware editor http://www.pspad.com

Odpovedet emailem