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In this video, we'll implement normal map texturing in HLSL. We'll sample from the normal map and use a per-pixel tangent-space to transform the vectors to world-space where they can be used for lighting calculations.
🟥(Red Episode)
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00:00 - intro
by Arash Khatami
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Негізгі бет Game Engine Programming 070.2 - Texturing with normal maps in HLSL
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