I'm doing deferred point light shadow mapping and I am drawing my point lights using light volumes. Normally I access the position/diffuse texture/normals using this in the fragment shaders:
vec2 texcoord = gl_FragCoord.xy / UnifPointLightPass.mScreenSize; vec3 worldPos = texture(unifPositionTexture, texcoord).xyz; vec3 normal = texture(unifNormalTexture, texcoord).xyz; vec3 diffuse = texture(unifDiffuseTexture, texcoord).xyz;
When doing directional lights, I just draw a fullscreen-rectangle, but when doing point lights I use light volumes - drawing a 3d sphere from the cameras point of view to limit the amount of fragments processed.
Does light volumes change the way I get the texcoord?