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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

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