November 2019
Intermediate to advanced
404 pages
12h 9m
English
In modern games, a single object rarely finishes rendering completely in a single step, primarily due to lighting and shadowing. These tasks are often handled in multiple passes of a fragment shader, once for each of the several light sources, and the final result is combined so that multiple lights are given a chance to be applied. The result appears much more realistic, or, at least, more visually appealing.
Several passes are required to gather shadowing information. So, let's begin:
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