The picture is taken from my demo "Per Pixel Lighing and Bump Mapping". In
my Demo I combine two features:
A. Per Pixel Lighting:
Using GeForce's Register Combiners I calculate the Intensity (= 1 -
Attenuation) per pixel, When the attenuation is (distance from light
source)^2 / (light source's radius)^2. I calculate this using two textures,
and using the Vertex Program in order to set the UV coords. for more info
please check nVidia Developers's homepage or email me.
If you want the demo, please contact me. Note that the demo will run only on
GeForce's Family product, with the latest drivers.
B. Per Pixel Bump Mapping:
I am using Normal Map in order to get a normal per pixel. I am also using
the Vertex Program in order to set the color of the vertex to the light
vector. Than I can calculate N' Dot L Per Pixel (Using the GeForce's