Old topic. but Assuming your hardware has:
NO normalization, NO dot product, NO power(), NO reciprocal, NO cubemap.
just mul, add, tex2D(dependent fetch is OK), clamp to (0-1), all in 8 bit precision. a few instruction slots.
But you want:
not just "correct" local light, local viewer Per-pixel Diffuse Lighting, per-pixel Blinn lighing with arbitary shiness, but also anisotropy lighting. And moreover, I don't want to see any specular banding artifacts.
So...?
NO normalization, NO dot product, NO power(), NO reciprocal, NO cubemap.
just mul, add, tex2D(dependent fetch is OK), clamp to (0-1), all in 8 bit precision. a few instruction slots.
But you want:
not just "correct" local light, local viewer Per-pixel Diffuse Lighting, per-pixel Blinn lighing with arbitary shiness, but also anisotropy lighting. And moreover, I don't want to see any specular banding artifacts.
So...?