Deferred Shading: G-Buffer

Another quick update on the deferred shading progress. I finished prototyping the G-Buffer. Here is the layout:

GL_R32F  |                       Depth                       |
GL_RG16F |         NormalX         |         NormalY         |
GL_RGBA8 |   ColorR   |   ColorG   |   ColorB   | MaterialID |
GL_RGBA8 | SpecularR  | SpecularG  | SpecularB  | Shininess  |

And now a screenshot. On the left you can see the 4 buffers, starting from the bottom: Depth, Color, Normal and Specular.

The main render is still done with default rendering. I’ll implement the deferred shading pass next.


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