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FORWARD RENDERING PIPELINE<br />
� Depth prepass<br />
– Fills z buffer<br />
� Shading<br />
� Prevent overdraw for shading<br />
– Geometry is rendered<br />
– Pixel shader<br />
� Iterate through light list set for each object<br />
� Evaluates materials for the lights<br />
5 | A 2.5D culling for Forward+ | Takahiro Harada