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Per-Vertex Radiosity Normal Mapping for Nintendo DS

Based on SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf

The geometry is rendered 3 times with alpha blending enabled to achieve normalmapping. Original paper uses 3-pass additive blending, but it can be replaced with alpha blending.

Two 32-color textures with 3-bit alpha are used for rendering. (First texture is used twice with alpha blending disabled on the first rendering pass and enabled on the second)

image