{"title":" \u91d1\u5c5e\u306e\u30b7\u30a7\u30fc\u30c0\u3092 GLSL \u3067\u5b9f\u88c5\u3057\u3066\u307f\u307e\u3057\u305f (Metal shaders in GLSL)","type":"rich","version":"1.0","author_url":"https://blog.hatena.ne.jp/hanecci/","provider_name":"Hatena Blog","provider_url":"https://hatena.blog","height":"190","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","description":"\u91d1\u306e\u30b7\u30a7\u30fc\u30c0 ( Gold ) \u9285\u306e\u30b7\u30a7\u30fc\u30c0 ( Copper ) \u53c2\u8003\u6587\u732e \"Background: Physics and Math of Shading\" Naty Ho man. SIGGRAPH 2012. \"Physically Based Lighting in Call of Duty: Black Ops\" Dimitar Lazarov. SIGGRAPH 2010.","categories":[],"url":"https://hanecci.hatenadiary.org/entry/20130505/p1","width":"100%","author_name":"hanecci","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20130506/20130506020205.jpg","published":"2013-05-05 00:00:00","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20130505%2Fp1\" title=\" \u91d1\u5c5e\u306e\u30b7\u30a7\u30fc\u30c0\u3092 GLSL \u3067\u5b9f\u88c5\u3057\u3066\u307f\u307e\u3057\u305f (Metal shaders in GLSL) - 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>","blog_url":"https://hanecci.hatenadiary.org/"}