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    Precomputed Atmospheric scattering Hello~ I'm implementing Bruneton's precomputed atmospheric scattering and I having trouble understanding this line in inscatterS.glsl float sx = v.x == 0.0 ? 0.0 : (nu - muS * mu) / v.x; sx is sun direction's x component. but I don't know why Does anyone know why '(nu - muS * mu) / v.x' is sun direction? Thanks https://ift.tt/eA8V8J

    Hello~ I'm implementing Bruneton's precomputed atmospheric scattering and I having trouble understanding this line in inscatterS.glsl float sx = v.x == 0.0 ? 0.0 : (nu - muS * mu) / v.x; sx is sun direction's x component. but I don't know why Does anyone know why '(nu - muS * mu) / v.x' is sun direction? Thanks

    from GameDev.net http://bit.ly/2LyJXdL

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