{"image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120112/20120112075527.jpg","type":"rich","author_url":"https://blog.hatena.ne.jp/hanecci/","author_name":"hanecci","description":"I modified my program to use normal map for deferred shading at Direct3D11. When the material doesn't have the normal map, the program doesn't refer the normal map and use the vertex normal. The following image is the normal component of the GBuffer. Almost of the sponza model has a normal map, but \u2026","categories":[],"title":"Deferred shading using normal map at Direct3D11 (2)","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120112\" title=\"Deferred shading using normal map at Direct3D11 (2) - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","provider_name":"Hatena Blog","published":"2012-01-12 00:00:00","provider_url":"https://hatena.blog","version":"1.0","height":"190","url":"https://hanecci.hatenadiary.org/entry/20120112","blog_url":"https://hanecci.hatenadiary.org/","width":"100%"}