{"published":"2012-02-28 00:00:00","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120228\" title=\"Light Prepass test in 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>","version":"1.0","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120228/20120228080839.jpg","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","width":"100%","author_name":"hanecci","author_url":"https://blog.hatena.ne.jp/hanecci/","categories":[],"height":"190","type":"rich","description":"I have implemented light prepass in Direct3D11. Here are some screenshots. Light Pre-pass test in D3D11 Diffuse light component in Light buffer Specular light component in Light buffer Normal component of G-Buffer And I have pasted the D3D11 HLSL shader codes below. //-------------------------------\u2026","title":"Light Prepass test in Direct3D11 (2)","provider_url":"https://hatena.blog","url":"https://hanecci.hatenadiary.org/entry/20120228","blog_url":"https://hanecci.hatenadiary.org/","provider_name":"Hatena Blog"}