I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light ...
I've been playing around with this tutorial/sample code that demonstrates a simple implementation of light-pre-pass, which is a type of deferred lighting setup. I'm in the process of implementing ...