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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 ...
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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 ...