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all right welcome back everyone and in a previous video we did deferred lighting so we created a way to process all our data into the G buffer and then using one shader to actually calculate every single pixel its light this way we can kind of speed up the process so you donamp;#39;t have to do forward rendering and calculate the light on every single object which kind of complicates lighting and if thereamp;#39;s a lot of pixels that will get overlap that you end up wasting all that calculating you can do a couple of other fun things once you do post processing and everything else so weamp;#39;re gonna continue that so once we have the FIR lighting now weamp;#39;re gonna do shadow maps and weamp;#39;re gonna do shadow maps which is tacked on to our deferred lighting so here is shadows theyamp;#39;re not perfect because Iamp;#39;m not doing any anti-aliasing but this is what you would expect from shadow maps and when you deal with shadows thereamp;#39;s several different ways y