Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Small demo that showcases how to render to an offscreen framebuffer and sample from it. It's doing 'deferred shading', but the actual lighting pass is just done in a single fullscreen draw. A proper renderer would be rendering light geometry impostors or use tiling/clustering, but this is a demo so 🤷
Lighting code uses basic normal mapping and PBR shading, most of it adopted from old code of mine. References/sources are provided where possible. I also did some very minor cleanup/convenience fixes I found useful while working on this, feel free to cherry pick whatever you like/don't like.
And a screenshot:

It's default res unlike the other demo screenshots, so feel free to take a better one.