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GPU Gems: Part III: Materials

In the real world, however, many objects are slightly translucent: light enters their .... 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; ...

fx(shaders) all black? - NVIDIA Forums

16 Jul 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; ...