# Workshop 4 - Deferred Shading

## Base Code

When you run the base code, you should see some diffuse shaded spheres moving around slowly.

The base code is rendering a scene into a G-Buffer, then doing a light pass. However, there is no light code, so the lights are rendered as spheres (in the usual way).

• You can hold [H] to see the colors in the G-Buffer.
• You can hold [J] to see the normals in the G-Buffer.
• You can hold [K] to see the depth in the G-Buffer.
• You can hold [L] to see the reconstructed world-space positions from the G-Buffer.

All of the debug modes are implemented in debug_frag.glsl.

For this workshop, we need to implement all of the deferred shading in light_frag.glsl. We’ll also need to do some setup in main.cpp pertaining to the lighting pass.