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Can't comment yet. vec3(inverse(ViewMatrix)*vec4(pos,1.0)) Shouldn't this be inverse-transpose? Will delete, if not.


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It says right in the quote: to calculate the effect of lights in the scene (how much light falls on a particular fragment, what color is it, et cetera). Computing the effects of more and more light sources is something that forward rendering handles badly; it scales very inefficiently. Deferred rendering alleviates a lot of that computational pressure, ...



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