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XNA Crepuscular Shader

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Published on Sep 30, 2008

no quantum leap, I just implemented the crepuscular shader described in gpu gems III. Unfortunately, it still produces some masking artifacts (I'm not using the stencil buffer but only color values).

Also, this effect is very expensive to compute (though it works on half resolution only), because it samples a ray from every screen position to the (virtual) center of a light source.

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