Speed up lighting in deferred shading
- by kochol
I implemented a simple deferred shading renderer.
I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8).
I use sphere map algorithm to store normals in world space.
Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value.
First I want to avoid per pixel matrix…