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We can reconstruct the world space position per pixel using the depth buffer in the pixel shader and therefore don't need to render the geometry the fog light is interacting with. Just render the quad of the light scissor and run it like a deferred shading technique.
The text was updated successfully, but these errors were encountered:
We can reconstruct the world space position per pixel using the depth buffer in the pixel shader and therefore don't need to render the geometry the fog light is interacting with. Just render the quad of the light scissor and run it like a deferred shading technique.
The text was updated successfully, but these errors were encountered: