@slembcke@mastodon.gamedev.place
Post #1981782
2026-05-04 05:28 UTC
@photex So gbuffers render the surface properties into a screen space buffer, and then you render the lights over the top.
What I do is kinda parallel. I render the lighting information into a screen space buffer as a fourier series to approximate 2D diffuse light probes. Then when you render the sprites you use the normals to look up the lighting for it.
Since the lightfield isn't very detailed, you can subsample it for a huge speedup. It was originally intended for 2010s mobile hardware.
Replies (1)
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@slembcke@mastodon.gamedev.place 2026-05-04 05:33
@photex I have a blog post about my shadow masking algorithm here: https://www.slembcke.net/blog/SuperFastSoftShadows/ and a half finished, unlinked draft post about the lightfield effect: https://www.slembcke.net/blog/2DLightFields/ I have a shadertoy version too that might be a bit more useful to see: https://www.shadertoy.com/view/ld2cW1