C'est une ancienne démo (2013) implémentant un rendu déferré.
Description:
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- Sample deferred rendering of a basic scene with 1001 lights.
Controls:
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- 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