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With all preparations done in the vertex shader, your pixel shader looks pretty easy: BMPixelToFrame BMPixelShader(BMVertexToPixel PSIn) : COLOR0 { BMPixelToFrame Output = (BMPixelToFrame)0; float3 bumpColor = tex2D(BumpMapSampler, PSIn.TexCoord*xTexStretch); float3 normalT = (bumpColor - 0.5f)*2.0f; float3 normalW = mul(normalT, PSIn.TTW); float lightFactor = dot(-normalize(normalW), normalize(xLightDirection)); float4 texColor = tex2D(TextureSampler, PSIn.TexCoord*xTexStretch); Output.Color = lightFactor*texColor; return Output; } You start by sampling the bump map at the position corresponding to the texture coordinates of the pixel. This color contains three useful color components, corresponding to the coordinates of the deviated normal, relative-to-tangent space. As mentioned in the Pixel Shader section in the previous recipe, a color component can range only from 0 to 1, while a coordinate of a normal ranges from 1 to 1. So first subtract 0.5 from the values to bring them into the [-0.5,0.5] range and multiply them by 2 to bring them to the [ 1,1] range. The result is stored in the normalT variable. This normalT variable contains the deviated normal, defined in tangent space coordinates. A normalT value of (0,0,1) indicates that the deviated normal equals the default normal (z-axis in tangent space). A normalT value of (0,0.7,0.7), for example, indicates the normal should point 45 degrees between the default normal and the tangent (y-axis in tangent space). The transformation from tangent space to world space is done by multiplying the normalT vector by the Tangent-to-World matrix. The normalW value is obtained, containing the normal in world coordinates.

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A marker must not attempt to reference a value at a position beyond the length of the list of values. If it does, however, it will not produce a compile error, but a runtime error (called an exception). For example, in the following statement there are two substitution values, with positions 0 and 1. The second marker, however, references position 2 which does not exist. This will produce a runtime error. Position 0 Position 1 Console.WriteLine("Two integers are {0} and {2}.", 3, 6); // Error! There is no position 2 value.

Resource types are the way Kupu distinguishes objects. Managing the settings on the Kupu Resource Types panel is advisable only if you have a good grasp of resource types. Figure 4-38 shows what the panel looks like.

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Finally, you know the deviated normal in world space coordinates, so you can make the dot product between this vector and the light direction, which is also given in world space. As usual, and as described in recipe 6-1, this dot product gives you the lighting coefficient and should be multiplied with the color. Since each pixel has a differently deviated normal, each pixel will be lit differently.

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EAN - 128 (also known as: EAN - 128 , UCC- 128 , USS- 128 , UCC. EAN - 128 , and GTIN- 128 ) is developed to provide a worldwide format and standard for exchanging common data between companies. It is a variable-length linear barcode with high density.
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EAN - 128 (also known as: EAN - 128 , UCC- 128 , USS- 128 , UCC. EAN - 128 , and GTIN- 128 ) is developed to provide a worldwide format and standard for exchanging common data between companies. It is a variable-length linear barcode with high density.
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Your vertex shader has to construct the Tangent-to-World matrix so your pixel shader can immediately use it: BMVertexToPixel BMVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0, float2 inTexCoord: TEXCOORD0, float3 inTangent: TANGENT0) { BMVertexToPixel Output = (BMVertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TexCoord = inTexCoord; float3 Binormal = cross(inTangent,inNormal); float3x3 tangentToObject; tangentToObject[0] = normalize(Binormal); tangentToObject[1] = normalize(inTangent); tangentToObject[2] = normalize(inNormal); float3x3 tangentToWorld = mul(tangentToObject, xWorld); Output.TTW = tangentToWorld; return Output; } The vertex shader samples the bump map and maps the color into the [ 1,1] range to obtain the normal defined in tangent space. By multiplying this vector by the Tangent-toWorld matrix, the normal defined in world space is obtained, which can be dotted with the light direction: BMPixelToFrame BMPixelShader(BMVertexToPixel PSIn) : COLOR0 { BMPixelToFrame Output = (BMPixelToFrame)0; float3 bumpColor = tex2D(BumpMapSampler, PSIn.TexCoord*xTexStretch); float3 normalT = (bumpColor - 0.5f)*2.0f; float3 normalW = mul(normalT, PSIn.TTW);

You have already seen single-line comments, so here I ll discuss the second type of inline comments delimited comments and mention a third type called documentation comments. Delimited comments have a start marker and an end marker. Text between the matching markers is ignored by the compiler. Delimited comments can span any number of lines. For example, the following code shows a delimited comment spanning multiple lines. Beginning of comment spanning multiple lines /* This text is ignored by the compiler. Unlike single-line comments, delimited comments like this one can span several lines. */ End of comment A delimited comment can also span just part of a line. For example, the following statement shows text commented out of the middle of a line. The result is the declaration of a single variable, var2. Beginning of comment int /*var 1,*/ var2; End of comment

Through the Kupu Resource Types panel, you can also choose which portal types have to be treated as collections and manage URLs for the types that can be previewed as an image.

float lightFactor = dot(-normalize(normalW), normalize(xLightDirection)); float4 texColor = tex2D(TextureSampler, PSIn.TexCoord*xTexStretch); Output.Color = lightFactor*texColor; return Output; }

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