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GPU Gems: Part III: Materials

The farther the light penetrates into the object, the more it is attenuated and .... It is also important to take into account the Fresnel effect at the entry and exit ...... float3 S(float3 Wp, float n) { float3 Sum = 0.xyz; float WgtSum = 0; for(int si = 0; si < 6 ...

fx(shaders) all black? - NVIDIA Forums

Jul 11, 2007... Vertex position in object space float2 texCoord : TEXCOORD; // Vertex texture coordinates } .... UV*WaterScale*0.25+(time*Speed3); float3 WP = mul(IN. ... ViewVec); float ViewB = saturate(dot(ViewV,Distort)); float Fresnel ...

GPU Gems: Chapter 18. Spatial BRDFs

... such as the increasing reflectance of Fresnel reflection, off-specular peaks, and .... D(N) is independent of the BRDF, so it is precomputed once for all objects ... float3 S(float3 Wp, float n) { float3 Sum = 0.xyz; float WgtSum = 0; for(int si = 0; ...