Exploring Scenegraph With Diffuse Specular Lighting Normal Mapped

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  • http://libsora.so/glsl_example/
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  • Click The theory behind the Phong
  • DX11 Phong-Blin Light Model, Diffuse/Specular/Normal Mapping
  • Here there is a demo of my Shader using OpenGL libraries.

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Sample scene containing simple primitives like cubes and spheres. Each is rendered with a In this video I am explaining the basic idea behind An attempt to explain the different varieties of The shader implements

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