Description: Deferred rendering -- draw all lights using depth, normal, and shininess textures (in specular Alpha)
DirectX9
To Search:
- [FXAA] - The development of image processing base
File list (Check if you may need any files):
Shaders\FillMRT_PS.bin
.......\FillMRT_PS.txt
.......\FillMRT_VS.bin
.......\FillMRT_VS.txt
.......\GridPS.bin
.......\GridPS.txt
.......\LightPS.bin
.......\LightPS.txt
.......\LightPSnoaa.bin
.......\LightPSnoaa.txt
.......\LightVS.bin
.......\LightVS.txt
.......\MaskPS.bin
.......\MaskPS.txt
.ource\DSalphaDX9.vcproj
......\GeometryLoader.cpp
......\GeometryLoader.h
......\Includes.h
......\main.cpp
......\mathbase.h
......\matrix.h
......\vector.h
Textures\StainedGlass.dds
........\StainedGlassBump.dds
........\Wall.dds
........\WallBump.dds
DSalphaDX9.exe
room.egm
Shaders
Source
Textures