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Tag: shaders

New Vulkan example: Deferred shading and shadows ?>

New Vulkan example: Deferred shading and shadows

Based on the recently updated deferred shading example, I have added a new example to my open source C++ Vulkan samples. This example adds dynamic shadows from multiple light sources, showcasing a few technologies that can be used to make rendering of multiple shadows more efficient. To achieve this, the example uses a layered depth attachment with one layer per light source that is sampled in the final scene composition. Traditionally one would do multiple passes to render the depth…

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Omni-directional lights using cubemap shadows ?>

Omni-directional lights using cubemap shadows

It looks like my dungeon crawler prototype isn’t actually evolving into a game, but much more into a personal testbed for more-or-less current rendering techniques (due to Projekt “W” I’ve been lacking in the field of recent rendering techniques a bit). And so one of the things I always wanted to implement were shadows for omni-directional light sources. I’ve been doing that with stencil shadows years ago, but stencil shadows aren’t the preferred way of doing this nowadays due to…

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