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/377754/2696347

vp specular.vp

!!ARBvp1.0 # specular.vp # # Generic vertex transformation, # diffuse and specular lighting # based on one white light ATTRIB iPos = vertex.position; # input position ATTRIB iPr
www.eeworm.com/read/377754/2696349

vp fog.vp

!!ARBvp1.0 # fog.vp # # Generic vertex transformation, # diffuse and specular lighting, # based on one white light ATTRIB iPos = vertex.position; # input position ATTRIB iPrC =
www.eeworm.com/read/377754/2696351

vs sepspec.vs

// sepspec.vs // // Generic vertex transformation, // diffuse and specular lighting // interpolated separately uniform vec3 lightPos0; void main(void) { // normal MVP transform gl
www.eeworm.com/read/377754/2696362

vp fogcoord.vp

!!ARBvp1.0 # fogcoord.vp # # Generic vertex transformation, # diffuse and specular lighting, # per-vertex fogcoord ATTRIB iPos = vertex.position; # input position ATTRIB iPrC =
www.eeworm.com/read/202876/15370660

m anisdiff.m

function Is = anisdiff(I,sigI,NIter); if nargin < 3, NIter = 4; if nargin < 2, sigI = 10; end; end; % Function that diffuse an image anisotropially. Is = I; [ny,nx] = size(I)
www.eeworm.com/read/381628/9081119

psh simple.psh

ps.1.1 ;This is the tile texture tex t0 ;This is a little unnecessarily convoluted. ;The diffuse lighting factor (v1) is multiplied by the ;smudge factor in the alpha channel of the texture.
www.eeworm.com/read/357424/10209961

h resource.h

//{{NO_DEPENDENCIES}} // Microsoft Developer Studio generated include file. // Used by Delaunay.rc // #define IDC_M_DIFFUSE_G 3 #define IDD_ABOUTBOX 100 #defin
www.eeworm.com/read/232137/14207693

h resource.h

//{{NO_DEPENDENCIES}} // Microsoft Developer Studio generated include file. // Used by Delaunay.rc // #define IDC_M_DIFFUSE_G 3 #define IDD_ABOUTBOX 100 #defin
www.eeworm.com/read/240722/4570170

in rentest.in

% Emacs should use -*- keyval -*- mode. render: ( filename = "rentest.oogl" oogl_spheres = no ) red: ( diffuse:rgb = [ 1.0 0.0 0.0 ] ambient:rgb = [ 1.0 0
www.eeworm.com/read/377754/2696350

vs specular.vs

// specular.vs // // Generic vertex transformation, // diffuse and specular lighting // based on one white light uniform vec3 lightPos0; void main(void) { // normal MVP transform