3/5/2024 0 Comments Fur bump map"add ft3, ft3, fc1 \n"+ // combine diffuse and ambient diffuse + ambient are applied to texture "mul ft2.w, ft2.w, fc9.w \n"+ // apply Transparency "mul ft2.w, ft2.w, ft0.w \n"+ // apply texture alpha to specular "mul ft2, ft2, fc7 \n"+ // contribution from light "pow ft2, ft2, fc6 \n"+ // exponent by shinyness "dp3 ft2, fc5.xyz, ft1.xyz \n" + // specular light contribution "mul ft3, ft3, fc3 \n"+ // contribution from light "dp3 ft3, fc2.xyz, ft1.xyz \n" + // directional light contribution "nrm ft1.xyz, v1.xyz\n" + // renormalize normal "tex ft0, v0, fs0 \n" + // read from texture "m44 op, va0, vc0\n" + // pos to clipspace Here is my shaders code: // Vertex shader Any clues/leads would be appreciated, dealing with the shaders was always the hardest part for me. I believe it is also called a normal map, and I believe it should be coded in the fregment shader, as it has to be some manipulation on each and every pixel, not on each vertex. Can anyone help me with the task on adding a bump map to my shader.
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