assignment-3-textures-deferred-shading-PariSolunke created by GitHub Classroom
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.
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.
Step 4- Outlines Depth aware outlines are added to a dragon