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Deferred Lighting – How to map to the generated texture?

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I’m trying to implement deferred lighting and I have done the first and second pass but I’m stuck on the third as I don’t know how to map from the current pixel being drawn to the generated texture with the light.

Generated texture with light calculated
enter image description here

Current picture
enter image description here

I would appreciate it if someone could help me figure out how to map my generated texture with the current pixel I’m drawing.

I don’t know if it matters, but I’m working with DirectX but an explantion with OpenGL would also be welcomed.


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