{"provider_name":"Hatena Blog","type":"rich","published":"2012-01-15 00:00:00","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","title":"Deferred shading at Direct3D11 (3)","provider_url":"https://hatena.blog","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120115\" title=\"Deferred shading at Direct3D11 (3) - 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>","author_name":"hanecci","description":"In my previous blog entry, I showed the screenshot for doing deferred shading using normal maps in Direct3D11 (http://d.hatena.ne.jp/hanecci/20120112). And at that time, I only used diffuse lighting.So, I have added specular lighting to my deferred shading program in Direct3D11. Here are some screen\u2026","categories":[],"width":"100%","url":"https://hanecci.hatenadiary.org/entry/20120115","blog_url":"https://hanecci.hatenadiary.org/","version":"1.0","height":"190","author_url":"https://blog.hatena.ne.jp/hanecci/","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120115/20120115225512.jpg"}