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/418729/2084768

material shrooms.material

material 3D-Diggers/shroom1 { technique Default { pass Main { ambient 0.5 0.5 0.5 1 diffuse 0.6 0.6 0.6 1 alpha_rejection greater_equal 128 texture_unit { textu
www.eeworm.com/read/418729/2084769

material farn1.mesh.material

material 3D-Diggers/farn01 { technique Default { pass Main { ambient 0.5 0.5 0.5 1 diffuse 0.6 0.6 0.6 1 alpha_rejection greater_equal 128 texture_unit { textur
www.eeworm.com/read/418729/2084770

material plant2.mesh.material

material 3D-Diggers/plant2 { technique Default { pass Main { ambient 0.5 0.5 0.5 1 diffuse 0.6 0.6 0.6 1 alpha_rejection greater_equal 128 texture_unit { textur
www.eeworm.com/read/418729/2084771

material farn2.mesh.material

material 3D-Diggers/farn02 { technique Default { pass Main { ambient 0.5 0.5 0.5 1 diffuse 0.6 0.6 0.6 1 alpha_rejection greater_equal 128 texture_unit { textur
www.eeworm.com/read/382408/2637347

fx cloud.fx

// Cloud rendering. // // Outputs color into RT0, normal/Z into RT1. // Clouds aren't affected by atmospheric scattering here, and are over-edge // diffuse shaded. // // Versions: vs1.1, ps2.0
www.eeworm.com/read/4011/23136

vsh particle.vsh

; Billboard particle vertex shader (Particle.vsh) ; by Jim Adams, 2002 ; ; v0 = Particle coordinates ; v1 = X/Y offsets to position vertex ; v2 = Diffuse color of particle ; v3 = Texture coo
www.eeworm.com/read/4011/23161

vsh particle.vsh

; Billboard particle vertex shader (Particle.vsh) ; by Jim Adams, 2003 ; ; v0 = Particle coordinates ; v1 = X/Y offsets to position vertex ; v2 = Diffuse color of particle ; v3 = Texture coo
www.eeworm.com/read/273525/4207742

ado arima.ado

*! version 7.0.6 11apr2005 program define arima, eclass byable(recall) version 7, missing /* limits, etc. */ local gtol .05 /* gradient tolerance */ local infty 1e9 /* diffuse P_0 di
www.eeworm.com/read/270032/11051373

cxx finish.cxx

#include #include #include "global.h" ostream& operator
www.eeworm.com/read/381628/9081175

psh bumpmapping.psh

ps.1.1 ;Ambient light def c0, 0.01, 0.01, 0.01, 0.0 ;Light Intensity def c1, 0.5, 0.5, 0.5, 0.0 ;This is the normal map tex t0 ;Get the dot product of the diffuse and the normal map dp