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GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
3. Volumetric Fog and Lighting 227
float3 localLightDirection =
GetLocalLightDirection ( lightIndex , worldPosition );
lighting += GetLocalLightRadiance ( lightIndex , worldPosition )
GetPhaseFunction ( viewDirection , localLightDirection ,
g_VolumetricFogPhaseAnisotropy);
}
// Lighting sectio n END
// Finally , we apply some potentially nonwhite fog scattering albedo
color lighting = g_FogAlbedo ;
// Final inscattering is product of outgoing radiance and scattering
// coefficients , while extinction is sum of scattering and absorption
float4 finalOutValue = float4 ( lighting scattering , scattering
+ absorption );
Listing 3.1. Pseudocode for calculati ...
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Publisher Resources

ISBN: 9781482264623