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Jove 2.0 - Replacing the rendering pipeline

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For the past seven months I've been working on support for deferred rendering in Jove. Early on in the process I came to the conclusion that simply extending Jove to support Unitys deferred rendering would not suffice. It required too many workarounds and was generally a sub-optimal way of doing what I wanted to do. And since I've been wanting to do my own shadow maps, SSAO and a few other things anyway... I figured why not write my own deferred...

Jove 2.0 - Replacing the rendering pipeline

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