雖然這篇mshaders鄉民發文沒有被收入到精華區:在mshaders這個話題中,我們另外找到其它相關的精選爆讚文章
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#1C++ sf::RenderTexture類代碼示例- 純淨天空
void BloomEffect::filterBright(const sf::RenderTexture& input, sf::RenderTexture& output) { sf::Shader& brightness = mShaders.get(Shaders::BrightnessPass); ...
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#2Mateu Shaderz (@MShaders) / Twitter
Brayn gt a ragin bonur wen I gt nakd on seez da dey, he had 2 pee wid a bonur so he cri cuz pee wnt in 5 diffurun direcshans. Mateu Shaderz. @MShaders.
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#3MShaders Alternatives and Reviews (Jan 2021) - LibHunt
Either tell the Reshade setup to also download github.com/TreyM/MShaders when you install it or go to that URL yourself and download it manually and extract ...
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#4siriusinko/MShaders - gitmemory
siriusinko/MShaders. MShaders. Make software development more efficient, Also welcome to join our telegram. Extras. FAQ. © githubmemory 2020.
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#5O_oRT/shMulN.cpp at master - GitHub
for (List<const shBase*>::Iterator i = mShaders.First(); i != mShaders.End(); ++i) {. mShaders[i]->Shade(r, &r2);. *result *= r2;. }.
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#6骨骼動畫- directx12學習筆記 - 台部落
... mShaders["shadowOpaquePS"] = d3dUtil::CompileShader(L"Shaders\\Shadows.hlsl", nullptr, "PS", "ps_5_1"); mShaders["shadowAlphaTestedPS"] ...
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#7【C++】OpenGL:兩個頂點陣列+兩個索引陣列 - 程式人生
UNUSED(projection); UNUSED(view); mShaders[0]->enableShaders(); glBindVertexArray(mVertexArrayObject); GLint dominatingColorUniformLocation ...
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#8RenderThread.h - mozsearch - Searchfox
wr::WrShaders* RawShaders() { return mShaders; }. protected: RefPtr<gl::GLContext> mGL;. wr::WrShaders* mShaders;. }; class WebRenderPipelineInfo final {.
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#9使用Shader 填充颜色_blue的博客
OnClickListener { private Shader[] mShaders = new Shader[5]; ... 重复图形,y坐标方向镜像图形 mShaders[0] = new BitmapShader(bitmap, Shader.
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#10Shader[][] C# (CSharp) Code Examples - HotExamples
Length) mShaders = new Shader[renderers.Length][]; for (int i = 0; i < renderers.Length; i++) { Renderer r = (Renderer)renderers[i]; if (_FirstOnly == false ...
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#11com.jogamp.opengl.GL3.glAttachShader java code examples
VertexShader, pVerteShader); mShaders.put(GLShaderType.FragmentShader, pFragmentShader); mGL = pVerteShader.getGL(); final int lVertexShaderId ...
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#12Diff - d586ad9^! - platform/frameworks/base - Git at Google
itemAt(i)); + } + mFilterResources.clear(); + for (size_t i = 0; i < mShaders.size(); i++) { caches.resourceCache.decrementRefcount(mShaders.
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#13Mark Antazo (mshaders) - Profile | Pinterest
See what Mark Antazo (mshaders) has discovered on Pinterest, the world's biggest collection of ideas.
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#14android.opengl.GLES20#glAttachShader - ProgramCreek.com
glAttachShader(mProgramId, mShaders.getPixelScriptId()); GLES20.glLinkProgram(mProgramId); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(mProgramId ...
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#15New effect, Lens Diffusion : r/ReShade - Reddit
This effect emulates a sort of "Pro-Mist" like lens filter with adjustable coating color. IMPORTANT: Anyone who has been using my MShaders suite ...
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#16gfx/webrender_bindings/RenderThread.h ... - mozilla-central
wr::WrShaders* RawShaders() { return mShaders; } + − + − protected: + − RefPtr<gl::GLContext> mGL; + − wr::WrShaders* mShaders;
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#17Grayfall: CombineShaderFactory Class Reference
Implements ShaderFactory. Definition at line 464 of file SceneBuilderFactories.cpp. References Shader::addTexture(), mShaders, TexturedShaderFactory:: ...
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#18SFML Failed to open vertex shader - Forum Pasja Informatyki
mShaders.load(Shaders::GaussianBlurPass, "Media/Shaders/Fullpass.vert" , "Media/Shaders/GuassianBlur.frag" );.
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#19D3D12学习笔记十一:曲面细分阶段 - 知乎专栏
HS = { reinterpret_cast<BYTE*>(mShaders["tessHS"]->GetBufferPointer()), mShaders["tessHS"]->GetBufferSize() }; // 记录域着色器opaquePsoDesc.
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#20[Fixed] Cannot add support for new file extensions - Whole ...
mshader" and ".mshaders". ... I exited VisualStudio, and modified the registry variables: However, upon reloading Visual Studio, I still don't get ...
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#21Ogre::Quake3Level Class Reference - GitHub Pages
mShaders. bsp_shader_t* Ogre::Quake3Level::mShaders. ◇ mNumShaders. int Ogre::Quake3Level::mNumShaders. ◇ mLightmaps. unsigned char* Ogre::Quake3Level:: ...
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#22DX12 Debug Layer doesn't output detailed error information
PS = { reinterpret_cast<BYTE*>(mShaders["ShadowPS"]->GetBufferPointer()), mShaders["ShadowPS"]->GetBufferSize() }; // Shadow map pass does ...
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#23make shader unlit - Unity Forum
I had a go by add lighting off but this made no difference. Can anyone help? Thank you. Code (CSharp):. Shader "mShaders/Holes1" ...
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#24save hardware accelerated android canvas as bitmap - py4u
OVERLAY)); mShaders = new ArrayList<Shader>(); // assume x, y, r, and color vals are defined. mShaders.add(new RadialGradient(x1, y1, r1, c11, c12, Shader.
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#25[DirectX12学习笔记] 环境光遮蔽_膜力鸭苏蛙可的博客-程序员宝宝
... mShaders["ssaoVS"] = d3dUtil::CompileShader(L"Shaders\\Ssao.hlsl", ... mShaders["shadowOpaquePS"]->GetBufferSize() }; // Shadow map pass does not have a ...
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#26使用Shader 填充颜色_blue的博客-程序员信息网
OnClickListener { private Shader[] mShaders = new Shader[5]; //声明位图渲染对象 private int[] colors; //声明颜色数组 MyView mMyView; ...
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#27Time for action – rendering a star field - Android NDK ...
GLuint mShaders[32]; int32_t mShaderCount; GLuint mVertexBuffers[32]; int32_t mVertexBufferCount; GraphicsComponent* mComponents[32]; int32_t ...
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#28How to add notes and navigation metadata directly in source ...
std::vector<Shader *> mShaders; // refactor: convert to smart pointers! public: // todo: implement other special member functions!
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#2909 - Tessellazione in D3D12 - Informatica 0x101
void BasicTessellationApp::BuildShadersAndInputLayout() { mShaders["tessVS"] = d3dUtil::CompileShader(L"Shaders\\Tessellation.hlsl", ...
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#30Using ID3D11ClassLinkage::CreateClassInstance - MSDN
mShaders ->GetPixelShader()->GetDynamicLinkage()[0] = instance;. The program compiles but does not render anything. Anyone got any ideas?
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#31check if ID3DXEFFECT has begun? (mEffect->Begin()) - GameDev.net
mEffect, (UINT*)mD3dscene->mShaders[last->Effect].GetNumPasses()); size_t bucketSize = pRenderBucket.size(); for(size_t renderable=0;renderable<bucketSize ...
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#32GlSplat/GlSplat.cpp ... - Etulab
mShaders [k].loadSources(mShaderSrcs[k*2+0]!="" ? vsrc.toLatin1().data() : 0, mShaderSrcs[k*2+1]!="" ? fsrc.toLatin1().data() : 0/*, Shader::Warnings*/)) ...
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#33Сохранить аппаратное ускорение андроида холст как ...
OVERLAY)); mShaders = new ArrayList<Shader>(); // assume x, y, r, and color vals ... CLAMP)); mShaders.add(new RadialGradient(x2, y2, r2, c21, c22, Shader.
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#34Direct X 12 - Compute Shader - GunaY
mShaders [ "wavesUpdateCS" ] = d3dUtil::CompileShader(. L"Shaders\WaveSim.hlsl" , nullptr , "UpdateWavesCS" , "cs_5_0" ); ...
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#35SFML Failed to open vertex shader:: 4programmers.net
BloomEffect::BloomEffect() : mShaders() , mBrightnessTexture() ... mSecondPassTextures() { mShaders.load(Shaders::BrightnessPass, ...
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#36c++ - OpenGL + Невозможно обновить данные буфера с ...
mShaders.push_back(ShaderPointer(new Shader)); mShaders[0]->compileShaders(shaders); mShaders[0]->linkShaders(); ...
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#37【DirectX12笔记】 第10章混合 - 简书
... NULL, NULL }; mShaders["standardVS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", nullptr, "VS", "vs_5_0"); mShaders["opaquePS"] ...
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#38[C++]DirectX 12 3D game development combat-Chapter 13 ...
mShaders ["wavesUpdateCS"] = d3dUtil::CompileShader( L"Shaders\\waveSim.hlsl",nullptr,"UpdateWavesCS","cs_5_0");. 13.3 Data input and output resources.
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#39[DirectX12学习笔记] 骨骼动画- 代码天地
... mShaders["skinnedDrawNormalsVS"] = d3dUtil::CompileShader(L"Shaders\\DrawNormals.hlsl", skinnedDefines, "VS", "vs_5_1"); mShaders["drawNormalsPS"] ...
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#40Introduction to 3D Game Programming with DirectX 12
... NULL, NULL }; mShaders["opaquePS"] = d3dUtil::CompileShader( L"Shaders\\Default.hlsl", defines, "PS", "ps_5_0"); Observe that in the fog calculation, ...
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#41OGRECave/ogre - Gitter
but the sample browser works with SSO? mShaders is initialised in the GLSLProgramCommon constructor. If the values are invalid it probably means that an deleted ...
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#42Android NDK: Beginner's Guide - Second Edition
GLuint mShaders[32]; int32_t mShaderCount; GLuint mVertexBuffers[32]; int32_t mVertexBufferCount; GraphicsComponent* mComponents[32]; int32_t ...
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#43[DirectX12学习笔记] 混合 - 极客分享
};; mShaders["alphaTestedPS"] = d3dUtil::CompileShader(L"Shaders\\Default.hlsl", alphaTestDefines, "PS ...
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#44OpenGL +统一变量未达到着色器+样条曲线
... + "spline.fs.glsl" } }; mShaders.push_back(ShaderPointer(new Shader)); mShaders[0]->compileShaders(shaders); mShaders[0]->linkShaders(); ...
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#45ハードウェアアクセラレーションAndroidキャンバスをビット ...
コードはこのように見えます。 public class MyView extends View { private Paint mPaint; private List<Shader> mShaders; public MyView(Context ...
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//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#46SFML Game Development - Google 圖書結果
... sf::RenderTexture& output, sf::Vector? o "setFactor) I sf::Shader& gaussianBlur I mShaders.get(Shaders::GaussianBlurPass) gaussianBlur.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#47OpenGL: Two Vertex Arrays + Two Index Arrays | Geeks Q&A
UNUSED(projection); UNUSED(view); mShaders[0]->enableShaders(); glBindVertexArray(mVertexArrayObject); GLint dominatingColorUniformLocation ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#48home/master/UCL/VisualizationLibrary/src/vlGraphics/GLSL.cpp
mShaders.size(); ++i) 00279 attachShader( other.mShaders[i].get_writable() ); 00280 00281 mFragDataLocation = other.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#49Динамическая связь Shader не работает в DirectX 11
ID3D11ClassInstance* instance = nullptr; mShaders->GetPixelShader()->GetClassLinkage()->CreateClassInstance("EvenSplitter", 0, 0, 0, 0, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#50Dynamic Shader Linkage not working in DirectX 11
ID3D11ClassInstance* instance = nullptr; mShaders->GetPixelShader()->GetClassLinkage()->CreateClassInstance("EvenSplitter", 0, 0, 0, 0, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#51VulkanComputeAndRenderPassI...
... Interface » ICPURenderpassIndependentPipeline mParentPipeline: ICPURenderpassIndependentPipeline mShaders: ICPUSpecializedShader[1..14] ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#52第十八章:立方體貼圖- IT閱讀
VS = { reinterpret_cast<BYTE*>(mShaders["skyVS"]->GetBufferPointer()), mShaders["skyVS"]->GetBufferSize() }; skyPsoDesc.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#53Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with ...
Shader "mShaders/CloudShadows3" { Properties { _Color ("Main Colour", Color) = (1,1,1,0) _ShadowTex ("Cookie", 2D) = "gray" { TexGen ObjectLinear } ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#54vendor/assimp/code/LWOMaterial.cpp - searchcode
mShaders.begin(), end = surf.mShaders.end();it != end;++it) { 342 //if (!(*it).enabled)continue; 343 344 if ((*it).functionName == "LW_SuperCelShader" ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#55DirectX12之代码中的流水线_liran2019的博客-程序员资料
mShaders ["standardVS"] = d3dUtil::CompileShader(L"Shaders\\color.hlsl", nullptr, "VS", "vs_5_1"); mShaders["opaquePS"] ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#56[Notas de estudio de DirectX12] Subdivisión de superficie
void BasicTessellationApp::BuildShadersAndInputLayout() { mShaders["tessVS"] = d3dUtil::CompileShader(L"Shaders\\Tessellation.hlsl", nullptr, "VS", ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#57Wipe transition (Shader) | Unity Coding - Unity3D
Shader "mShaders/mWipe1". {. Properties. {. _tex0 ( "Texture1" , 2D) = "white" {}. _tex1 ( "Texture2" , 2D) = "white" {}. }.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#58rendering equation Archives
return mShaders[path];. } Shaders::~Shaders() {. for(auto &shader: mShaders). vkDestroyShaderModule(mDevice, shader.second, nullptr);. } ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#59[Примечания к исследованию DirectX12] Подразделение ...
void BasicTessellationApp::BuildShadersAndInputLayout() { mShaders["tessVS"] = d3dUtil::CompileShader(L"Shaders\\Tessellation.hlsl", nullptr, "VS", ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#60Post effects and shaders
sf::Shader& brightness = mShaders.get(Shaders::BrightnessPass);. brightness.setParameter("source", input.getTexture()); applyShader(brightness, output);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#61第十二章:几何着色器(The Geometry Shader) - CodeAntenna
mShaders ["treeSpriteGS"] = d3dUtil::CompileShader( L"Shaders\\TreeSprite.hlsl", nullptr, "GS", "gs_5_0");. 1; 2; 3. 然后将它绑定到PSO中:
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#62DirectX12 3D 游戏开发与实战第十二章内容- 风雅yaya - 博客园
mShaders ["treeSpriteGS"] = d3dUtil::CompileShader(L"Shaders\\TreeSprite.hlsl",nullptr,"GS","gs_5_0");. 然后我们要将几何着色器作为流水线状态 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#63第二十章:阴影贴图 - 术之多
reinterpret_cast<BYTE*>(mShaders["shadowVS"]->GetBufferPointer()),; mShaders["shadowVS"]->GetBufferSize(); };; smapPsoDesc.PS =
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#64第十二章:几何着色器(The Geometry Shader ... - 程序员ITS404
mShaders ["treeSpriteGS"] = d3dUtil::CompileShader( L"Shaders\\TreeSprite.hlsl", nullptr, "GS", "gs_5_0");. 然后将它绑定到PSO中:
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#65Crealysm_scenegraph.txt - Index of
mShaders [pLightingEffectId].GetNrMaxPointLights(); if(!CreateMeshData(pD3dscene)) return false; if(!CreateMeshInstData(pD3dscene)) return ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#66Reduce error spam · 244cc5b861 - openmw-tes3mp - cijber git
// Add to the cache anyway to avoid logging the same error over and over. mShaders.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#67Mixed cases of D3D rendering technology - 文章整合
PS = { reinterpret_cast<BYTE*>(mShaders["alphaTestedPS"]->GetBufferPointer()), mShaders["alphaTestedPS"]->GetBufferSize() }; ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#68Quake3 BSP Converter - flipcode
QuakeShaderMap mShaders; // all shaders available. static QuakeShaderFactory *gSingleton; // global instance of data };
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#69DirectX12 3D Game Development and Battle Chapter 12
mShaders ["treeSpriteGS"] = d3dUtil::CompileShader(L"Shaders\\TreeSprite.hlsl",nullptr,"GS","gs_5_0");. Then we have to use the geometric shader as part of ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#70第十章:混合_贾宝蛋@的博客-程序员宅基地
const D3D_SHADER_MACRO defines[] = { "FOG", "1", NULL, NULL }; mShaders["opaquePS"] = d3dUtil::CompileShader( L"Shaders\\Default.hlsl", defines, "PS", ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#71frameworks-base (git) - Android-x86 - Développer et ...
524, 527, mShaders.add(shaderCopy);. 525, 528, Caches::getInstance().resourceCache.incrementRefcount(shaderCopy);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#72Pengambilan sampel dari tekstur memberikan model hitam ...
... (act->GetDrawable()) { glm::mat4 worldTransform = act->GetWorldTransform(); Shader* shader = mShaders[act->GetMesh()->GetShaderName()]; ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#73查看源码: ogre-v1-4-9.zip_OgreBspLevel.cpp - VerySource
mShaders [shadIdx].name;; // Try shader first; Quake3Shader* pShad = Quake3ShaderManager::getSingleton().getByName(tryName);; if (pShad) ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#74Chapter XII 3D Game Programming with DirectX 12 study ...
mShaders ["treeSpriteGS"] = d3dUtil::CompileShader( L"Shaders\\TreeSprite.hlsl", nullptr, "GS", "gs_5_0");. It is then bound to the PSO:
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#75FinalFramework from jarjin - Coder Social
public Shader GetShader(string shaderName) { return mShaders.TryGetValue(shaderName, out var shader) ? shader : Shader.Find(shaderName); } ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#76Mario Rabbids File Types - Pastebin.com
.mshaders = shader "package"? .mmaterial = material? .mcompoundnode = Blueprint .muigraph = UI blueprint? .mcache = Shader cache.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?>
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