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		<title>Deferred Shading - Revision history</title>
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		<updated>2026-04-12T04:49:08Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=Deferred_Shading&amp;diff=8893&amp;oldid=prev</id>
		<title>RomanGrolimund: Created page with &quot;Deferred Shading describes the shading part of rendering pipeline.  It seperates the Geometry Pass (G-Buffer) from the Light Pass.  The Light is applied as a 2d postprocess  T...&quot;</title>
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				<updated>2021-07-02T22:55:35Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Deferred Shading describes the shading part of rendering pipeline.  It seperates the Geometry Pass (G-Buffer) from the Light Pass.  The Light is applied as a 2d postprocess  T...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Deferred Shading describes the shading part of rendering pipeline.&lt;br /&gt;
&lt;br /&gt;
It seperates the Geometry Pass (G-Buffer) from the Light Pass.&lt;br /&gt;
&lt;br /&gt;
The Light is applied as a 2d postprocess&lt;br /&gt;
&lt;br /&gt;
The other is foward shading&lt;/div&gt;</summary>
		<author><name>RomanGrolimund</name></author>	</entry>

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