Started on deferred shading
Added in FXAA!
Refactored nasty global stuff into a class
Added gbuffers
Consolidated some files into one
Added non working lighting shader
WORKING! Kind of.
Now using my own depth buffer, working excellently.
Fixed a bunch of runtime errors
Added depth stencil culling for deferred rendering lighting, slight perf boost
Using map instead of update
Implemented CS, getting there
Working compute shader pass - doesn't do anything interesting yet though
Cleaning up lighting shaders
More cleanup
Shader fiddling
Figuring out deferred lighting
struggling like hell with lighting, got a horrible working compatability thing implemented which I can iterate from
Everything is working except derived position
WORKING DEFERRED LIGHTING!