
3. Bandwidth Efficient Graphics with ARM Mali GPUs 285
3.4.2 Step 2: Light Accumulation
This step makes use of both the Shader Pixel Local Storage extension and the
depth/stencil fetch extension to compute the light contribution of each light.
The lights are rendered with depth test enabled and depth writes off. (See
Listing 3.9.)
#version 300 es
#e x t e n s i o n G L EXT shader pixel local storage : enable
#e x t e n s i o n G L ARM shader framebuffer fetch depth stencil : enable
precision mediump float ;
__pixel_localEXT FragData
{
layout( r11f_g11f_b10f ) mediump vec3 Color ;
layout( rgb10_a2) mediump vec4 Normal ;
layout( r11f_g11f_b10f ) mediump vec3