Shmup You! is utilizing a variant of a deferred renderer, that should incorporate some interesting features.

Before you can run, though, you must walk.  So a ’standard’ deferred renderer has been constructed, using a three pass approach: light pre-pass, light pass, and material pass.  The pre-pass builds up a few buffers (position, normal, depth) used by the later passes.  The lighting phase populates the light buffer, and the materials pass calculates final color.

So far point and spot lights are supported, with directional and line lights coming.

This shot shows our test environment: a cornell box lit by a spot light in this case.  The buffers can be seen running down the left hand side: position, normal, depth and lights.

Deferred spot light