Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)

Symbols and Numbers

^ (circumflex), 10

// (forward slashes), placing C-style comments in shader code, 192-193

−(minus sign). See negate modifier

1D texture, using as a lookup table, 337

2 × 2 bump map matrix, applying, 290

2D bump/environment mapping, 328, 329-330

2D transformation calculations, m3x2 macro used for, 237

_2x modifier, 368

3 element vector

multiplying by a 2 × 3 matrix, 306

multiplying by a 3 × 3 matrix, 306

multiplying by a 4 × 3 matrix, 308

3-space, defining a plane in, 17

3 × 2 matrix multiplies

performing, 344

performing on a 3 element vector, 306

performing with a texture lookup, 345

3 × 3 matrix multiplies

performing, 347-348

performing followed by a texture lookup, 350

performing on a 3 element vector, 306-308

performing the final row multiplication of, 349, 351

performing the final stage of, 346

3 × 4 matrix multiplies

performing on a 3 element vector, 308-309

performing on a 4 element vector, 309

3D graphics, math required for, 9-30

3D scenes, rendered with graftals, 86-87

3D volumetric textures, supporting, 356

3Dlabs Web site, 145

4 element vector

multiplying by a 3 × 4 matrix, 309

multiplying by a 4 × 4 matrix, 311

4 × 4 matrix multiply, performing on a 4

element vector, 310-311

4D texture, mapping into 3D texture space, 361

_4x modifier, 368

_8x modifier, 368

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