Original Post
Hey folks - it's me again :-)
I'm trying to get rid of the screen space depth rendering in my deferred setup to save some GPU bandwidth. So far only the volumetric lights (point/ spot) are some nasty leftovers.
For pointlights here's my PS (still with screen space depth):
where ScreenPosition is computed in the VS as (again SSD):
I was trying to use the approach of rays pointing to the far viewing frustum of my camera, but I can not get it working since there is no possibility of passing frustum corners to my VS (as said in the title: volumetric light).
Anybody got an idea how to solve this?
Kind regards
hAk
I'm trying to get rid of the screen space depth rendering in my deferred setup to save some GPU bandwidth. So far only the volumetric lights (point/ spot) are some nasty leftovers.
For pointlights here's my PS (still with screen space depth):
float4 position;
position.xy = input.ScreenPosition.xy;
position.z = depthVal;
position.w = 1.0f;
position = mul(position, InvertViewProjection);
position /= position.w;
where ScreenPosition is computed in the VS as (again SSD):
float4 worldPosition = mul(float4(input.Position,1), World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.ScreenPosition = output.Position;
I was trying to use the approach of rays pointing to the far viewing frustum of my camera, but I can not get it working since there is no possibility of passing frustum corners to my VS (as said in the title: volumetric light).
Anybody got an idea how to solve this?
Kind regards
hAk