Deferred Shading With Compute Shaders in Frostbite 2 Engine
Categories: Game Development, Microsoft DirectX Tags: compute shader, deferred shading, directx 11, frostbite, game development

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Deferred Shading Demo with Direct3D 10.1
Categories: Game Development, Microsoft DirectX Tags: deferred shading, direct3d 10.1, game development, Programming

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Deferred Rendering in Leadwerks Engine
Categories: OpenGL, Programming Tags: deferred shading, game development, gamedev, glsl, graphics programming, opengl
Leadwerks Software has released a paper describing their experience implementing deferred lighting in the OpenGL-based Leadwerks Engine. The paper includes some GLSL code for reconstructing screen space positions without need for a position float buffer, as well as a few results surprising to the author.
This paper is available HERE – PDF

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