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