Deferred Shading

Posted by Xingyu Wang on September 6, 2020

32 light sources.

G-Buffer layout:

Color Buffer 1: vec3 Position

Color Buffer 2: vec3 Normal

Color Buffer 3: vec3 Albedo float spec

Precision: 16 bit float per channel

Ligting Cubes are rendered by forward shading. Values in Z-buffer are copied from Geometry pass. Using light volumes to optimize the deferred rendering pipeline.