All Questions
Tagged with deferred-shading glsl
8 questions
4
votes
1
answer
6k
views
FAST position reconstruction from depth
I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen post-process)...
2
votes
0
answers
287
views
Best practices for treating Light Volumes in Deferred Lighting pipeline
This topic is about ways to handle light volumes in a deferred lighting pipeline.
I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
1
vote
2
answers
140
views
unsmooth blending with deferred shading and light volumes
So I implemented deferred Shading with a single full screen light pass (picture 2) (by passing the light-data as an array to the shader) and deferred shading with point light volumes (picture 1) (by ...
4
votes
1
answer
2k
views
Blank texture in Frame Buffer Object in Deferred Rendering
I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen.
This tutorial is performing the first step of Deferred Shading, which means decoupling of ...
0
votes
1
answer
437
views
OpenGL deferred rendering, multiple FBO targets
so for a game I am developing I am giving a go at deferred shading. I have only implemented entity rendering and an initial deferred shader and rendering the scene using OpenGLs FBO multiple render ...
6
votes
1
answer
4k
views
Deferred Rendering With Diffuse,Specular, and Normal maps
I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
1
vote
1
answer
531
views
Separate shader programs or branch in shader? [duplicate]
I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
3
votes
1
answer
827
views
Would I perform one pass per effect in Deferred Shading?
I'm implementing deferred shading the first time. Doing so I came up with a conceptual question.
First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...