Here's how to enable syntax highlighting in the free text editor Notepad++ for the Cg and OGRE overlay, material, compositor and particle file formats:

Screenshot: Cg highlighter

NotepadPP_cg_highlighter.png

Screenshot: Material highlighter

NotepadPP_material_highlighter.png

Usage

Copy and paste this into

C:\Documents and Settings\[username]\Application Data\Notepad++
or
C:\Users\[username]\AppData\Roaming\Notepad++ (for vista/win7 users)
in a file called userDefineLang.xml.


If the file already exists then don't copy the <NotepadPlus> and </NotepadPlus> tags from the below text. Paste this into the file userDefineLang.xml if it already exists. If it doesn't exists, just create a new file.

So if you have userDefineLang.xml already, remove the <NotepadPlus> and </NotepadPlus>, otherwise keep them.

The code

<NotepadPlus>
    <UserLang name="OGRE Material" ext="material program compositor">
        <Settings>
            <Global caseIgnored="no" />
            <TreatAsSymbol comment="no" commentLine="yes" />
            <Prefix words1="yes" words2="yes" words3="yes" words4="yes" />
        </Settings>
        <KeywordLists>
            <Keywords name="Delimiters">000000</Keywords>
            <Keywords name="Folder+">{</Keywords>
            <Keywords name="Folder-">}</Keywords>
            <Keywords name="Operators">:</Keywords>
            <Keywords name="Comment">1/* 2*/ 0//</Keywords>
            <Keywords name="Words1">compositor target target_output compositor_logic scheme vertex_program geometry_program fragment_program default_params material technique pass texture_unit vertex_program_ref geometry_program_ref fragment_program_ref shadow_caster_vertex_program_ref shadow_receiver_fragment_program_ref shadow_receiver_vertex_program_ref abstract import from cg hlsl glsl</Keywords>
            <Keywords name="Words2">input texture render_quad source syntax manual_named_constants entry_point profiles includes_skeletal_animation includes_morph_animation includes_pose_animation uses_vertex_texture_fetch uses_adjacency_information target preprocessor_defines column_major_matrices attach input_operation_type output_operation_type max_output_vertices delegate param_indexed param_indexed_auto param_named param_named_auto lod_distances receive_shadows transparency_casts_shadows set set_texture_alias scheme lod_index shadow_caster_material shadow_receiver_material gpu_vendor_rule gpu_device_rule ambient diffuse specular emissive scene_blend separate_scene_blend depth_check depth_write depth_func depth_bias iteration_depth_bias alpha_rejection alpha_to_coverage light_scissor light_clip_planes illumination_stage transparent_sorting normalise_normals cull_hardware cull_software lighting shading polygon_mode polygon_mode_overrideable fog_override colour_write max_lights start_light iteration point_size point_sprites point_size_attenuation point_size_min point_size_max texture_alias texture anim_texture cubic_texture tex_coord_set tex_address_mode tex_border_colour filtering max_anisotropy mipmap_bias colour_op colour_op_ex colour_op_multipass_fallback alpha_op_ex env_map scroll scroll_anim rotate rotate_anim scale wave_xform transform binding_type content_type</Keywords>
            <Keywords name="Words3">PF_A8R8G8B8 PF_R8G8B8A8 PF_R8G8B8 PF_FLOAT16_RGBA PF_FLOAT16_RGB PF_FLOAT16_R PF_FLOAT32_RGBA PF_FLOAT32_RGB local_scope chain_scope global_scope PF_FLOAT32_R int half float float2 float3 float4 float3x3 float3x4 float4x3 float4x4 double include exclude true false on off none vertexcolour add modulate alpha_blend colour_blend one zero dest_colour src_colour one_minus_dest_colour one_minus_src_colour dest_alpha src_alpha one_minus_dest_alpha one_minus_src_alpha always_fail always_pass less less_equal equal not_equal greater_equal greater clockwise anticlockwise back front flat gouraud phong solid wireframe points type linear exp exp2 colour density start end once once_per_light per_light per_n_lights point directional spot 1d 2d 3d cubic PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_R3G3B2 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_R8G8B8A8 PF_X8R8G8B8 PF_X8B8G8R8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_R PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_R PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_SHORT_RGBA combinedUVW separateUV vertex fragment named shadow wrap clamp mirror border bilinear trilinear anisotropic replace source1 source2 modulate_x2 modulate_x4 add_signed add_smooth subtract blend_diffuse_alpha blend_texture_alpha blend_current_alpha blend_manual dotproduct blend_diffuse_colour src_current src_texture src_diffuse src_specular src_manual spherical planar cubic_reflection cubic_normal xform_type scroll_x scroll_y scale_x scale_y wave_type sine triangle square sawtooth inverse_sawtooth base frequency phase amplitude arbfp1 arbvp1 glslv glslf gp4vp gp4gp gp4fp fp20 fp30 fp40 vp20 vp30 vp40 ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 ps_3_x vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0 1d 2d 3d 4d</Keywords>
            <Keywords name="Words4">gamma pooled no_fsaa depth_pool scope target_width target_height target_width_scaled target_height scaled previous world_matrix inverse_world_matrix transpose_world_matrix inverse_transpose_world_matrix world_matrix_array_3x4 view_matrix inverse_view_matrix transpose_view_matrix inverse_transpose_view_matrix projection_matrix inverse_projection_matrix transpose_projection_matrix inverse_transpose_projection_matrix worldview_matrix inverse_worldview_matrix transpose_worldview_matrix inverse_transpose_worldview_matrix viewproj_matrix inverse_viewproj_matrix transpose_viewproj_matrix inverse_transpose_viewproj_matrix worldviewproj_matrix inverse_worldviewproj_matrix transpose_worldviewproj_matrix inverse_transpose_worldviewproj_matrix texture_matrix render_target_flipping light_diffuse_colour light_specular_colour light_attenuation spotlight_params light_position light_direction light_position_object_space light_direction_object_space light_distance_object_space light_position_view_space light_direction_view_space light_power light_diffuse_colour_power_scaled light_specular_colour_power_scaled light_number light_diffuse_colour_array light_specular_colour_array light_diffuse_colour_power_scaled_array light_specular_colour_power_scaled_array light_attenuation_array spotlight_params_array light_position_array light_direction_array light_position_object_space_array light_direction_object_space_array light_distance_object_space_array light_position_view_space_array light_direction_view_space_array light_power_array light_count light_casts_shadows ambient_light_colour surface_ambient_colour surface_diffuse_colour surface_specular_colour surface_emissive_colour surface_shininess derived_ambient_light_colour derived_scene_colour derived_light_diffuse_colour derived_light_specular_colour derived_light_diffuse_colour_array derived_light_specular_colour_array fog_colour fog_params camera_position camera_position_object_space lod_camera_position lod_camera_position_object_space time_0_x costime_0_x sintime_0_x tantime_0_x time_0_x_packed time_0_1 costime_0_1 sintime_0_1 tantime_0_1 time_0_1_packed time_0_2pi costime_0_2pi sintime_0_2pi tantime_0_2pi time_0_2pi_packed frame_time fps viewport_width viewport_height inverse_viewport_width inverse_viewport_height viewport_size texel_offsets view_direction view_side_vector view_up_vector fov near_clip_distance far_clip_distance texture_viewproj_matrix texture_viewproj_matrix_array texture_worldviewproj_matrix texture_worldviewproj_matrix_array spotlight_viewproj_matrix spotlight_worldviewproj_matrix scene_depth_range shadow_scene_depth_range shadow_colour shadow_extrusion_distance texture_size inverse_texture_size packed_texture_size pass_number pass_iteration_number animation_parametric custom</Keywords>
        </KeywordLists>
        <Styles>
            <WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD1" styleID="5" fgColor="000088" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD2" styleID="6" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD3" styleID="7" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="KEYWORD4" styleID="8" fgColor="0392EB" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="COMMENT" styleID="1" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="COMMENT LINE" styleID="2" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="NUMBER" styleID="4" fgColor="FB00FF" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
        </Styles>
    </UserLang>
    <UserLang name="OGRE Overlay" ext="overlay">
        <Settings>
            <Global caseIgnored="no" />
            <TreatAsSymbol comment="no" commentLine="yes" />
            <Prefix words1="no" words2="no" words3="no" words4="no" />
        </Settings>
        <KeywordLists>
            <Keywords name="Delimiters">000000</Keywords>
            <Keywords name="Folder+">{</Keywords>
            <Keywords name="Folder-">}</Keywords>
            <Keywords name="Operators">( ) :</Keywords>
            <Keywords name="Comment">1/* 2*/ 0//</Keywords>
            <Keywords name="Words1">template element container zorder</Keywords>
            <Keywords name="Words2">metrics_mode caption width height font_name char_height space_width colour material transparent uv_coords top left vert_align horz_align alignment border_material border_size border_topleft_uv border_top_uv border_topright_uv border_left_uv border_right_uv border_bottomleft_uv border_bottom_uv border_bottomright_uv</Keywords>
            <Keywords name="Words3">pixels relative true false center bottom right</Keywords>
            <Keywords name="Words4">Panel BorderPanel TextArea</Keywords>
        </KeywordLists>
        <Styles>
            <WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD1" styleID="5" fgColor="000088" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD2" styleID="6" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD3" styleID="7" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="KEYWORD4" styleID="8" fgColor="0392EB" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="COMMENT" styleID="1" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="COMMENT LINE" styleID="2" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="NUMBER" styleID="4" fgColor="FB00FF" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
        </Styles>
    </UserLang>
    <UserLang name="OGRE Particle" ext="particle">
        <Settings>
            <Global caseIgnored="no" />
            <TreatAsSymbol comment="no" commentLine="yes" />
            <Prefix words1="yes" words2="yes" words3="yes" words4="yes" />
        </Settings>
        <KeywordLists>
            <Keywords name="Delimiters">000000</Keywords>
            <Keywords name="Folder+">{</Keywords>
            <Keywords name="Folder-">}</Keywords>
            <Keywords name="Operators">:</Keywords>
            <Keywords name="Comment">1/* 2*/ 0//</Keywords>
            <Keywords name="Words1">particle_system emitter affector</Keywords>
            <Keywords name="Words2">quota material particle_width particle_height cull_each billboard_type billboard_origin billboard_rotation_type common_direction common_up_vector renderer sorted local_space point_rendering accurate_facing iteration_interval nonvisible_update_timeout angle colour colour_range_start colour_range_end direction emission_rate position velocity velocity_min velocity_max time_to_live time_to_live_min time_to_live_max duration duration_min duration_max repeat_delay repeat_delay_min repeat_delay_max width height depth inner_width inner_height inner_depth emit_emitter_quota name emit_emitter force_vector force_application red green blue alpha red1 red2 green1 green2 blue1 blue2 alpha1 alpha2 state_change rate rotation_speed_range_start rotation_speed_range_end rotation_range_start rotation_range_end time0 colour0 time1 colour1 time2 colour2 time3 colour3 time4 colour4 time5 colour5 image plane_point plane_normal bounce randomness scope keep_velocity</Keywords>
            <Keywords name="Words3">true false point oriented_common oriented_self perpendicular_common perpendicular_self top_left top_center top_right center_left center center_right bottom_left bottom_center bottom_right vertex texcoord on off average add</Keywords>
            <Keywords name="Words4">Point Box Cylinder Ellipsoid HollowEllipsoid Ring LinearForce ColourFader ColourFader2 Scaler Rotator ColourInterpolator ColourImage DeflectorPlane DirectionRandomiser</Keywords>
        </KeywordLists>
        <Styles>
            <WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD1" styleID="5" fgColor="000088" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD2" styleID="6" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD3" styleID="7" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="KEYWORD4" styleID="8" fgColor="0392EB" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="COMMENT" styleID="1" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="COMMENT LINE" styleID="2" fgColor="008080" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="NUMBER" styleID="4" fgColor="FB00FF" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
        </Styles>
    </UserLang>
    <UserLang name="Nvidia cg" ext="cg cgfx hlsl glsl">
        <Settings>
            <Global caseIgnored="no" />
            <TreatAsSymbol comment="no" commentLine="yes" />
            <Prefix words1="no" words2="no" words3="no" words4="no" />
        </Settings>
        <KeywordLists>
            <Keywords name="Delimiters">000000</Keywords>
            <Keywords name="Folder+">{</Keywords>
            <Keywords name="Folder-">}</Keywords>
            <Keywords name="Operators">- ! ( ) . , : ; + [ ] &lt; = &gt;</Keywords>
            <Keywords name="Comment">1/* 2*/ 0//</Keywords>
            <Keywords name="Words1">struct discard returntechnique pass compile trunc arbfp1 arbvp1 fp20 fp30 fp40 glslf glslg glslv gp4 gp4fp gp4gp gp4vp hlslf hlslv ps_1_1 ps_1_2 ps_1_3 ps_2_0 ps_2_x ps_3_0 ps_4_0 vp20 vp30 vp40 vs_4_0 gs_4_0 x y z w xy xz xw yz yw zw xyz xyw xzw yzw xyzw r g b a rg rb ra gb ga ba rgb rga rba gba rgba argb</Keywords>
            <Keywords name="Words2">return bool const static uniform varying register in inout interface out void while for do if else typedef _SEQ _SGE _SGT _SLE _SLT _SNE HPOS POSITION PSIZ WPOS COLOR COLOR0 COLOR1 COLOR2 COLOR3 COL0 COL1 BCOL0 BCOL1 FOGP FOGC NRML NORMAL TEXCOORD0 TEXCOORD1 TEXCOORD2 TEXCOORD3 TEXCOORD4 TEXCOORD5 TEXCOORD6 TEXCOORD7 TANGENT0 TANGENT1 TANGENT2 TANGENT3 TANGENT4 TANGENT5 TANGENT6 TANGENT7 TEX0 TEX1 TEX2 TEX3 TEX4 TEX5 TEX6 TEX7 DEPR DEPTH ATTR0 ATTR1 ATTR2 ATTR3 ATTR4 ATTR5 ATTR6 ATTR7 ATTR8 ATTR9 ATTR10 ATTR11 ATTR12 ATTR13 ATTR14 ATTR15 POINT POINT_OUT LINE LINE_ADJ LINE_OUT TRIANGLE_OUT TRIANGLE TRIANGLE_ADJ</Keywords>
            <Keywords name="Words3">int1 int2 int3 int4 float float1 float2 float3 float4 float1x1 float1x2 float1x3 float1x4 float2x1 float2x2 float2x3 float2x4 float3x1 float3x2 float3x3 float3x4 float4x1 float4x2 float4x3 float4x4 fixed fixed1 fixed2 fixed3 fixed4 half half1 half2 half3 half4</Keywords>
            <Keywords name="Words4">sincos abs acos asin atan atan2 ceil clamp cos cosh cross ddx ddy degrees dot exp exp2 floor fmod frexp frac isfinite isinf isnan ldexp log log2 log10 max min mix mul lerp modf noise pow radians round rsqrt sign sin sinh smoothstep step sqrt tan tanh distance fresnel length normalize reflect reflectn refract refractn tex1D f1tex1D f2tex1D f3tex1D f4tex1D h1tex1D h2tex1D h3tex1D h4tex1D x1tex1D x2tex1D x3tex1D x4tex1D tex1Dbias tex2Dbias tex3Dbias texRECTbias texCUBEbias tex1Dlod tex2Dlod tex3Dlod texRECTlod texCUBElod tex1Dproj f1tex1Dproj f2tex1Dproj f3tex1Dproj f4tex1Dproj h1tex1Dproj h2tex1Dproj h3tex1Dproj h4tex1Dproj x1tex1Dproj x2tex1Dproj x3tex1Dproj x4tex1Dproj tex2D f1tex2D f2tex2D f3tex2D f4tex2D h1tex2D h2tex2D h3tex2D h4tex2D x1tex2D x2tex2D x3tex2D x4tex2D tex2Dproj f1tex2Dproj f2tex2Dproj f3tex2Dproj f4tex2Dproj h1tex2Dproj h2tex2Dproj h3tex2Dproj h4tex2Dproj x1tex2Dproj x2tex2Dproj x3tex2Dproj x4tex2Dproj tex3D f1tex3D f2tex3D f3tex3D f4tex3D h1tex3D h2tex3D h3tex3D h4tex3D x1tex3D x2tex3D x3tex3D x4tex3D tex3Dproj f1tex3Dproj f2tex3Dproj f3tex3Dproj f4tex3Dproj h1tex3Dproj h2tex3Dproj h3tex3Dproj h4tex3Dproj x1tex3Dproj x2tex3Dproj x3tex3Dproj x4tex3Dproj tex1CUBE f1texCUBE f2texCUBE f3texCUBE f4texCUBE h1texCUBE h2texCUBE h3texCUBE h4texCUBE x1texCUBE x2texCUBE x3texCUBE x4texCUBE texCUBEproj f1texCUBEproj f2texCUBEproj f3texCUBEproj f4texCUBEproj h1texCUBEproj h2texCUBEproj h3texCUBEproj h4texCUBEproj x1texCUBEproj x2texCUBEproj x3texCUBEproj x4texCUBEproj f1texCUBE f2texCUBE f3texCUBE f4texCUBE h1texCUBE h2texCUBE h3texCUBE h4texCUBE x1texCUBE x2texCUBE x3texCUBE x4texCUBE texRECT f1texRECT f2texRECT f3texRECT f4texRECT h1texRECT h2texRECT h3texRECT h4texRECT x1texRECT x2texRECT x3texRECT x4texRECT texRECTproj f1texRECTproj f2texRECTproj f3texRECTproj f4texRECTproj h1texRECTproj h2texRECTproj h3texRECTproj h4texRECTproj x1texRECTproj x2texRECTproj x3texRECTproj x4texRECTproj f1texRECT f2texRECT f3texRECT f4texRECT h1texRECT h2texRECT h3texRECT h4texRECT x1texRECT x2texRECT x3texRECT x4texRECT texcompare2D f1texcompare2D f1texcompare2D f1texcompare2D h1texcompare2D h1texcompare2D h1texcompare2D x1texcompare2D x1texcompare2D x1texcompare2D pack_2half unpack_2half pack_4clamp1s unpack_4clamp1s application2vertex vertex2fragment sampler1D sampler1DARRAY sampler2D sampler2DARRAY sampler3D samplerCUBE samplerRECT</Keywords>
        </KeywordLists>
        <Styles>
            <WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
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            <WordsStyle name="KEYWORD2" styleID="6" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD3" styleID="7" fgColor="FF0000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="KEYWORD4" styleID="8" fgColor="0392EB" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="COMMENT" styleID="1" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="COMMENT LINE" styleID="2" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="2" />
            <WordsStyle name="NUMBER" styleID="4" fgColor="FF00FF" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="1" />
            <WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
            <WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" />
        </Styles>
    </UserLang>
</NotepadPlus>



Alias: Notepad _Highlighter

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    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.