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
