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assignment-3-textures-deferred-shading-PariSolunke

assignment-3-textures-deferred-shading-PariSolunke created by GitHub Classroom

Step 1- Texturing a Sphere Screenshot from 2022-11-10 12-14-48

Step 2- Render to texture- In this step the texture is first rendered to a texture in the frame buffer object and then this is rendered over a quad. The Sphere would look the same. Screenshot from 2022-11-10 12-14-48

Step 3- Deferred Shading- In this step, the renderring is done over two passes- the geometry pass where the normals. colors, depth, and positions are all rendered to textures. The second pass involves computing the lighting. Screenshot from 2022-11-10 12-14-48

Step 4- Outlines Depth aware outlines are added to a dragon

The dragon without outlines - Screenshot from 2022-11-10 12-10-20

With Outlines- Screenshot from 2022-11-10 12-09-17

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