Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
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Assembling Final Color<br />
// Compute glossy highlights <strong>using</strong> values from gloss map:<br />
float fGlossValue = fGloss * ( saturate( dot( vNormal, Half )) *<br />
gloss_scale + gloss_bias );<br />
// Assemble the final color for the wings<br />
baseColor += fGlossValue * iridescence;<br />
Assemble final wings color<br />
Compute gloss value based on the original<br />
gloss map input and < N, H> dot product<br />
Game Developer Conference, San Jose, CA, March 7 th 2003