Point lights are handled in the fragment shader, and these need similar red/blue shifts to the previous PR. Interpolating the metric tensor, unfortunately, is somewhat limited by the capacities of the shader pipeline. However, hopefully, we can get close enough to theoretically correct this way, for a video game.
Point lights are handled in the fragment shader, and these need similar red/blue shifts to the previous PR. Interpolating the metric tensor, unfortunately, is somewhat limited by the capacities of the shader pipeline. However, hopefully, we can get close enough to theoretically correct this way, for a video game.