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Deferred shading and SSAO.

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Uploaded by on Oct 30, 2009

Deferred shading demo shows scene with 96 point lights and Screen Space Ambient Occlusion. Demo was made with the gloost framework.

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Science & Technology

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Standard YouTube License

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Uploader Comments (otacogloost)

  • What shader model did u use ? Do u pass light position data from program before each render or u calculate them inside shader .

  • 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...

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All Comments (9)

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  • Why are you storing clip-space positions? (the leftmost thumbnail)

  • Looks well done. I still gotta get the normal shader figured out correctly. Where did you get the models for testing?

  • sry i dont do opengl , but thanx anyway

  • @otacogloost sry i dont do opengl

  • What is the name of the song, that you used in this video?

  • really good :). i like deferred lighting a lot and this implementation came out nicely!

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