So, yesterday we were discussing various lighting approaches at local IRC chat, and someone said that it was impossible to make a ps.2.0 single-pass lighting shader for 8 lights with diffuse, specular and attenuation, of course with normal map. Well, I told him he was actually wrong, and that I can prove it. Proving it turned out to be a very fun and challenging task. I am going to share the resulting shader and the lessons learned with you.| zeux.io
Shadow mapping is my primary area of interest in computer graphics, so expect more posts on this topic. Today I’d like to tell about robust unit cube clipping regarding different projection matrix building techniques.| zeux.io