my gbuffer
![Image](https://kornwaretm.files.wordpress.com/2016/08/defferedshading.jpg?w=460)
drop the ambient light for geometry exposure, still pretty good fps for intel HD 4400
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Image](https://kornwaretm.files.wordpress.com/2016/08/multilighting.jpg?w=460)
thanks
Foaly wrote:You can set a separate render target for the depth.
thanks Foaly and hendu. i'm aware of this two out texture thingy, i've heard that it is possible to have multiple output from a fragment program, but never found and example or tutorial that actually did that. i'd be very happy for an example or a hinthendu wrote:Not without packing. You can use R32G32, store the depth in green, and colors packed in red. Alternatively, use two rgba8 textures, with one having normal colors, and one having packed depth.
Code: Select all
float depth = 0.111222333444;
vec4 depth(0.111, 0.222, 0.333, 0.444);
thanks hendu. i found that article. an also i found this ECF_G32R32F you mention earlier, strange cant find it before, camouflage may behendu wrote:There's a blog post by Unity that explains how to do float packing in shaders. Try to look it up, can't remember what the title was. IIRC it was by Aras P, like most useful things there.