Deferred Pipeline w/ Physically Based Shading

Well, the features aren’t all implemented yet, I’ll implement them step by step and keep posting updates :slight_smile:
You’d have to get a recent devel build (rdb added Compute Shaders a week ago or so, big thanks for that!), and I think glsl 430 would be enough. The fallback solution
will get the same result, except it doesn’t profit from early light culling, which might give a 20-30% performance hit or so … I’d have to test that when I implement it :slight_smile: