Radiosity, DX11 Style

Radiosity isn’t exactly new. According to Wikipedia it’s been used for rendering since the early 80’s, and this page looks like it may have been the first web page on the Internet. The basic premise is dead simple: for each point where you want to bake lighting (typically either a texel in a lightmap, or […]

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Position From Depth in GLSL

Commenter “Me” was kind enough to share his GLSL implementation of a deferred point light shader, which makes use of one of the methods I previously posted for reconstructing position from depth. So I figured I’d post it here, for all of you unfortunate enough to be stuck with writing shaders in GLSL. 😛 // […]