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	<title>Comments on: 6. GLSL Materials</title>
	<atom:link href="http://www.swiftless.com/tutorials/glsl/6_materials.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/glsl/6_materials.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>By: Clundquist</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-2604</link>
		<dc:creator>Clundquist</dc:creator>
		<pubDate>Mon, 24 Oct 2011 07:04:17 +0000</pubDate>
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		<description>The easiest way is using a uniform and setting it in the application code. Normally you want to have fewer lights enabled on lower performance machines so you can keep frame rate.</description>
		<content:encoded><![CDATA[<p>The easiest way is using a uniform and setting it in the application code. Normally you want to have fewer lights enabled on lower performance machines so you can keep frame rate.</p>
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	<item>
		<title>By: Igors</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-2414</link>
		<dc:creator>Igors</dc:creator>
		<pubDate>Mon, 26 Sep 2011 13:33:59 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=230#comment-2414</guid>
		<description>Thanks for the helpful tutorials. My question is: how to detect lights count to calculate illumination in loop

for (int i = 0; i &lt; numLights; ++i) {    // where to get numLights?
 ...
}

Thanks
Igors</description>
		<content:encoded><![CDATA[<p>Thanks for the helpful tutorials. My question is: how to detect lights count to calculate illumination in loop</p>
<p>for (int i = 0; i &lt; numLights; ++i) {    // where to get numLights?<br />
 &#8230;<br />
}</p>
<p>Thanks<br />
Igors</p>
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	</item>
	<item>
		<title>By: [GLSL] ADS shader &#171; 逍遙文工作室</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-2017</link>
		<dc:creator>[GLSL] ADS shader &#171; 逍遙文工作室</dc:creator>
		<pubDate>Tue, 02 Aug 2011 19:35:07 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=230#comment-2017</guid>
		<description>[...] 參考：Swiftless Tutorials GLSL Materials、我寫的Specular(鏡射光)。 [...]</description>
		<content:encoded><![CDATA[<p>[...] 參考：Swiftless Tutorials GLSL Materials、我寫的Specular(鏡射光)。 [...]</p>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-854</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Mon, 19 Jul 2010 03:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=230#comment-854</guid>
		<description>Hi Mitch,

You are totally correct with what you have read, and I should update the tutorial to comply, thats a mistake on my part.

It is required to normalize your variables in your fragment shader instead of your vertex shader, and this is explained on Lighthouse3D in detail as to why.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Mitch,</p>
<p>You are totally correct with what you have read, and I should update the tutorial to comply, thats a mistake on my part.</p>
<p>It is required to normalize your variables in your fragment shader instead of your vertex shader, and this is explained on Lighthouse3D in detail as to why.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
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	<item>
		<title>By: Mitch</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-853</link>
		<dc:creator>Mitch</dc:creator>
		<pubDate>Mon, 19 Jul 2010 03:39:55 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=230#comment-853</guid>
		<description>This is very helpful, thank you.

I have heard from Lighthouse3D that the normal may be normalized twice: once in the vertex shader and again in the fragment shader.  I know I have proven to be somewhat of a newbie (as I am), but when I substitute vertex_normal for vec3 fragment_normal = normalize(vertex_normal); I see a less vertex-ish lighting.  Let me know what you think.</description>
		<content:encoded><![CDATA[<p>This is very helpful, thank you.</p>
<p>I have heard from Lighthouse3D that the normal may be normalized twice: once in the vertex shader and again in the fragment shader.  I know I have proven to be somewhat of a newbie (as I am), but when I substitute vertex_normal for vec3 fragment_normal = normalize(vertex_normal); I see a less vertex-ish lighting.  Let me know what you think.</p>
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	<item>
		<title>By: Beatriz</title>
		<link>http://www.swiftless.com/tutorials/glsl/6_materials.html/comment-page-1#comment-213</link>
		<dc:creator>Beatriz</dc:creator>
		<pubDate>Sat, 03 Apr 2010 11:01:55 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=230#comment-213</guid>
		<description>Love your new website, congratulations!</description>
		<content:encoded><![CDATA[<p>Love your new website, congratulations!</p>
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