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Last Updated: September 25, 2026
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Summary
Specular maps, normal maps, spot lights. This video is part of a new series where I construct a The rest of the joint types: slider and 6dof. Implemented light probe blending. It's still far from perfect, need to keep pushing! PBR: Light probes and irradiance maps. Twitter: twitter.com/divine203_ Coder Space: youtube.com/ music: ... Proper Temporal AA, bloom, ambient occlusion and emission maps. Now that's what I've been fighting for :) PBR: Reflection probes, sRGB and tone mapping. Light probe parallax correction. Clustered forward shading. Had to bump OpenGL version to 4.3 due to use of compute shaders and SSBOs.