This should be working with Shadermodel 3.0. Additionally I use a FBO as MRT. For every light, I render a sphere to produce fragments. Light positions in camera space are passed to the shader for each light. Scene with shader and light proxies is arranged with a scenegraph.
if you checkout gloost via cvs you will find my email within the README.TXT. If you write me I can send you the source with shaders and stuff...
Why are you storing clip-space positions? (the leftmost thumbnail)
kaoD 2 months ago
Looks well done. I still gotta get the normal shader figured out correctly. Where did you get the models for testing?
ccricers 6 months ago
What shader model did u use ? Do u pass light position data from program before each render or u calculate them inside shader .
kronium2222 1 year ago
This should be working with Shadermodel 3.0. Additionally I use a FBO as MRT. For every light, I render a sphere to produce fragments. Light positions in camera space are passed to the shader for each light. Scene with shader and light proxies is arranged with a scenegraph.
if you checkout gloost via cvs you will find my email within the README.TXT. If you write me I can send you the source with shaders and stuff...
otacogloost 1 year ago
@otacogloost sry i dont do opengl
kronium2222 1 year ago
sry i dont do opengl , but thanx anyway
kronium2222 1 year ago
What is the name of the song, that you used in this video?
4chanblackup 1 year ago
Comment removed
TheArthurU 1 year ago
really good :). i like deferred lighting a lot and this implementation came out nicely!
arkano22 2 years ago