GPU Pro 360: Guide to Rendering by Wolfgang Engel
Author:Wolfgang Engel
Language: eng
Format: epub
Publisher: CRC Press
Published: 2015-04-30T04:00:00+00:00
Listing 17.1 GLSL pseudocode that demonstrates how lights affecting a given sample are fetched. First, we find the fragment’s associated tile (tileIdx) based on its position in the framebuffer. For each tile we store two integers (u_lightListRange array), one indicating the number of lights affecting the tile, and the other describes the offset into the global per-tile light list buffer (tex_tileLightLists). The light list buffer stores a number of integers per tile, each integer identifying a globally unique light that is affecting the tile.
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