Av3boy / Av3boy/SharpEngine

Differentiate forward and deferred rendering

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core enhancement rendering shader
Dominant language
C#
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Merged PRs (30d)
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Description

# Forward Rendering
- Lights calculated per object in the main fragment shader.
- Few lights
- mobile/VR

Q: Do we need a separate pre-built shader for this?
A: TBD

Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD

# Deferred Rendering
- G-buffer stores world data
- lighting is applied in a separate full-screen pass.
- Many lights
- more complex scenes

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