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Feature

  • Clustered forward plus shading
  • clustered deferred shading with Blinn-Phong effect
  • G-buffer usage optimization with 2-component normal

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I couldn't get the live demo up and running. Tried to dig into it and didn't work. I'll add that later probably. This project is not fully debugged, I see strange artifacts with increasing # of lights. But I am running out of time due to my interviews and couldn't afford spending more time on it. I feel it's just a trivial bug handling boundary conditions.

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