{"author_url":"https://blog.hatena.ne.jp/hanecci/","height":"190","type":"rich","author_name":"hanecci","categories":[],"blog_url":"https://hanecci.hatenadiary.org/","title":"Playing with \u201ddesigning shader programs\u201d(dgsl) in Visual Studi","provider_name":"Hatena Blog","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120312\" title=\"Playing with \u201ddesigning shader programs\u201d(dgsl) in Visual Studi - 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>","url":"https://hanecci.hatenadiary.org/entry/20120312","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","description":"I modifed my shader tree by \"designing shader programs\"(dgsl) to use normal map and specular mask. Here are some screenshots of them. Final output Diffuse lighting using normal map. Specular lighting using specular mask. Overview of this dgsl. Finally, I have added fresnel effect to it.","version":"1.0","published":"2012-03-12 00:00:00","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120313/20120313055958.jpg","width":"100%","provider_url":"https://hatena.blog"}