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