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vertexlitgeneric_diffbumplightingonly_overbright1_translucent.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

vertexlitgeneric_diffbumptimesbase_overbright1_translucent.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

vertexlitgeneric_diffbumplightingonly_twentypercent_overbright2.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

overlay_fit_ps11.psh

ps.1.1 tex t0 ; base tex t1 ; lightmap tex t2 ; base (with tcoords for alpha) mov r0.rgb, t0 ; base times vertex color (with alpha) mul r0.rgb, t1, r0 ; fold in lightmap (color only) mu

vertexlitgeneric_diffbumptimesbase_overbright2_translucent.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

vertexlitgeneric_diffbumplightingonly_twentypercent_overbright1.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

common_hdr.h

#include "common_ps_fxc.h" // We use this from textures unless the texture is a render target. float3 DecompressHDRFromTexture( float4 input ) { return input.rgb * input.a * MAX_HDR_OVERBRIGHT;

vertexlitgeneric_diffbumptimesbase_overbright1.psh

ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to

modulate_ps11.psh

ps.1.1 ; c0 is grey or white depending on if this is mod2x or not. tex t0 ; base color mul_sat r0.rgba, t0, v0 lrp r0.rgb, r0.a, r0, c0

predator_envmap.psh

ps.1.1 ; c2 - envmaptint tex t0 ; cube map mul r0.rgb, t0, c2 mov r0.a, c0