Deferred shading and SSAO.
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Uploader Comments (otacogloost)
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All Comments (9)
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Why are you storing clip-space positions? (the leftmost thumbnail)
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Looks well done. I still gotta get the normal shader figured out correctly. Where did you get the models for testing?
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sry i dont do opengl , but thanx anyway
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@otacogloost sry i dont do opengl
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What is the name of the song, that you used in this video?
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really good :). i like deferred lighting a lot and this implementation came out nicely!
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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