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Phong reflection

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I'm looking at the Phong reflection picture over here:

http://en.wikipedia.org/wiki/Phong_shading

Anyone know how to achieve this effect in DirectX?

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http://upload.wikimedia.org/math/6/e/2/6e286a8cedc681210e7ce41dca564f1b.png

essentially you do this in the fragment shader.

just add up the ambient diffuse and specular components for each light

its only 10 or 20 lines of code once you figure it out.

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