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ruofDeferred Blinn-Phong shading with normal mapping
clamp(1.0 - light_distance * light_distance / (u_lightRad * u_lightRad), 0.0, 1.0)as attenuation model for point lightsBloom post-processing effect with two-pass Gaussian blur using three steps:
u_scalepassing tobloom.frag.glsl)Scissor test for lighting: when accumulating shading from each point light source, only render in a rectangle around the light.
debugScissoroption to toggle scissor visual, or select6 Light scissorsto show scissor only.Light proxy: instead of rendering a scissored full-screen quad for every light, I render proxy geometry which covers the part of the screen affected by a light (using spheres for point lights), thus reducing wasted fragments in lighting pass.
EXT_frag_depthextension to write depth data into frame buffer at defered shading stage in order to do the depth testuseLightProxyoption to toggle on/off and useuseInvertedDepthTestForLightProxyoption to toggle depth test and front face culling for lighting passOptimized g-buffer from 4vec4 to 2vec4 by compressing normal to two floats, increasing framerate to 167%