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Lecture slides - FreeDesktop.Org

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Deferred Shading – G-Buffer<br />

⇨ All per-fragment data required for shading:<br />

­ Normal<br />

­ Position<br />

­ Diffuse / specular color<br />

­ etc.<br />

⇨ Emit this during per-object rendering<br />

­ Output this data instead of performing lighting<br />

calculations<br />

­ Use MRT!<br />

8-December-2010<br />

© Copyright Ian D. Romanick 2009, 2010

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