代码搜索:Diffuse
找到约 389 项符合「Diffuse」的源代码
代码结果 389
www.eeworm.com/read/435688/7787779
bash openglext.bash
#!/bin/bash
#
# Demo with gtkglext - April 2008, (c) PvE.
#
#---------------------------------------------------------------------
# Some constants
#---------------------------------------------------
www.eeworm.com/read/435688/7787788
ksh openglarea.ksh
#!/bin/ksh
#
# Demo with gtkglarea - April 2008, (c) PvE.
#
# The API of GtkGlArea is a bit more convenient than GtkGlExt, IMHO.
#
#--------------------------------------------------------------------
www.eeworm.com/read/314088/13574909
txt texblendvs.txt
// File: diffuse.txt
// Desc: Vertex shader that does diffuse lighting.
// Global variables we use to hold the view matrix, projection matrix,
// ambient material, diffuse material, and the light v
www.eeworm.com/read/136820/5852047
c main.c
/* Copyright (C) Gabor Nagy, 2000.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
www.eeworm.com/read/120251/6075676
cg example_celshading.cg
/* Cel shading vertex program for single-pass rendering
In this program, we want to calculate the diffuse and specular
ramp components, and the edge factor (for doing simple outlining)
F
www.eeworm.com/read/113165/6137584
cg example_celshading.cg
/* Cel shading vertex program for single-pass rendering
In this program, we want to calculate the diffuse and specular
ramp components, and the edge factor (for doing simple outlining)
F
www.eeworm.com/read/108009/6187214
c main.c
/* Copyright (C) Gabor Nagy, 2000.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
www.eeworm.com/read/493185/6398067
fx water.fx
//水波的实现
//2009.3.20
//neo
//采用法线贴图与环境贴图
struct Mtrl
{
float4 ambient;
float4 diffuse;
float4 specular;
float specPower;
};
struct DirLight
{
float4 ambient;
float4 diff
www.eeworm.com/read/345593/11807540
cg simple_vp.cg
//
// Simple Vertex Program
//
// - Calculates simple diffuse and specular
//
// Define 'vendor-specific' diffuse color ;)
float3 diffuseColor = float3(0.8, 1, 0.1); // NVidia
//float3 diffus
www.eeworm.com/read/253422/12222576
material boy1.material
material boy1/08_-_Default
{
technique
{
pass
{
ambient 0.584314 0.584314 0.584314 1
diffuse 0.584314 0.584314 0.584314 1
texture_unit
{
texture_alias 0
textur