Rain effects, better lighting model, optimized code
Using the dot product of the diffuse texture, we can create fake, grayscale spec maps for textures / surfaces that don't have a real spec map texture...
fake specular maps from diffuse texture
How to use simple dot products and fresnel function to come up with inexpensive lighting effects to enhance scenes in FPS games via sun-facing brightness...
easy fresnel lighting effects to enhance your game world
Avg FPS helps measure quantity, but Coefficient of Variation is a better measure of smoothness then % Lows.
measuring fps performance (beyond % lows)
Fixing FUEL's lighting model, so normal maps show up well in shadows, then expanding on it to add rain sheen, enhanced shadow detail and shadow-side speculars...
fixing & expanding fuel's lighting model
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