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Light Indexed Deferred Lighting using Direct3D12

This demo is based on original demo Light Indexed Deferred Rendering

Purpose

  1. Port from original OpenGL to Direct3D12/Vulkan
  2. Replace bit operations to integer textures
  3. Upgrade to modern Deferred techique like as Tiled/Clustered Forward+ Shading

Requirements:

  1. Visual Studio 2017 and above
  2. GPU With Direct3D12 support

Screen shot from the demo

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