C'est une ancienne démo (2013) implémentant un rendu déferré.
Description: ------------ - Sample deferred rendering of a basic scene with 1001 lights. Controls: --------- - Arrow keys to move the camera. - 'F1' key to cycle through SMAA (anti-aliasing) modes: * Disable (no AA). * Low quality. * Medium quality. * High quality. * Ultra quality. - 'F2' key to enable / disable SSAO (screen space ambient occlusion using Crytek's method). - 'Space' key to cycle through rendering passes: * Final composited pass. * Materials aldebo (colors) buffer (inside GBuffer MRT). * Materials specular color buffer (inside GBuffer MRT). * Materials specular shininess buffer (inside GBuffer MRT). * View space surface normals buffer (inside GBuffer MRT). * View space linear depth buffer (inside GBuffer MRT). * SSAO pass (if SSAO is enable). * Transparent materials pass (scene blending and lighting using 3 nearer lights). * HDR Downsampling pass * HDR Luminance 64x64 pixels pass * HDR Luminance 16x16 pixels pass * HDR Luminance 4x4 pixels pass * HDR Luminance pixels pass * HDR Bright pass * DoF (Depth of Field) Depth pass * SMAA (anti-aliasing) edges detection pass (if anti-aliasing is enable). * SMAA (anti-aliasing) blend weight pass (if anti-aliasing is enable). Recent changes: - [Bug correction] Now works on ATI cards - DoF (Although it's still not composited in the final pass yet...) - HDR luminance and bright pass (Although they are still not composited in the final pass yet...) - Sky - Frame information panel - SMAA anti-aliasing - Transparent rendering