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

W

w element, of the source register, 220, 221

warm air-cold air interface, of a road heated by the sun, 61-62

wave theory of light, advanced unintentionally by Poisson, 67

wavelength of light, index of refraction as a function of, 62

Web sites, on DirectX and shader programming, 144-145

well-formed vertex data, 128-129

white light, passing through a prism, 62, 63

world and view matrices, concatenating into a single matrix, 98-99

world coordinates

creating a light directional vector in, 159

getting to clip coordinates, 98

world/model transformations, consisting only of rotations and translations, 104

world transformation matrix, multiplying an object's vertices by, 98

write masks, 268-269

destination, 363-367

write only registers, 200

WVP (world-view-projection) matrix

creating a temporary matrix containing, 100

loading the concatenated, 100

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