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/120251/6077343
material iplsm_splatting1.material
// This material will be used with splatting
material IPLSM_Splatting1
{
lod_distances 7000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0
www.eeworm.com/read/120251/6077365
material basetexture.material
material BaseMaterial
{
lod_distances 28000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0 1.0
texture_unit
{
// Base Texture
www.eeworm.com/read/120251/6077367
material iplsm_splatting2.material
// This material will be used with splatting
material IPLSM_Splatting2
{
lod_distances 7000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0
www.eeworm.com/read/113165/6139357
material iplsm_splatting1.material
// This material will be used with splatting
material IPLSM_Splatting1
{
lod_distances 7000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0
www.eeworm.com/read/113165/6139379
material basetexture.material
material BaseMaterial
{
lod_distances 28000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0 1.0
texture_unit
{
// Base Texture
www.eeworm.com/read/113165/6139381
material iplsm_splatting2.material
// This material will be used with splatting
material IPLSM_Splatting2
{
lod_distances 7000
technique
{
lod_index 0
pass
{
// Base Pass
ambient 1.0 1.0 1.0
diffuse 1.0 1.0
www.eeworm.com/read/257436/11927493
cpp diffmultipathuncorr_sim.cpp
//
// File = diffmultipathuncorr_sim.cpp
//
#define SIM_NAME "DiffMultipathUncorr\0"
#define SIM_TITLE "Diffuse Multipath Channel Uncorrelated Tap Gains\0"
#include "global_stuff.h"
//=====
www.eeworm.com/read/143548/12862280
cpp diffuseview.cpp
// DiffuseView.cpp : implementation of the CDiffuseView class
//
#include "stdafx.h"
#include "Diffuse.h"
#include "DiffuseDoc.h"
#include "DiffuseView.h"
#ifdef _DEBUG
#define new DEBUG_
www.eeworm.com/read/377754/2696361
vs fog.vs
// fog.vs
//
// Generic vertex transformation,
// diffuse and specular lighting,
// per-vertex exponential fog
uniform vec3 lightPos0;
uniform float density;
void main(void)
{
// norm