This video presents the volumetric lightning model writen in openGL/GLSL language.
The presented program runs pretty fast for low detail setting (large blur) which is about 130fps, but
even for this settings visual effects are still satisfying. For high details rendering fps can drop even below 10 frames, tested
on NVIDIA GT 650M.
Basicaly the algorithm is following:
1) Standard shadow mapping calculating the eye-fragment vector (v_sm) in shadow map frame. I draw this vector
to another FBO during the st
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