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Basic Deferred Renderer + Cascaded Shadow Mapping on top of SDL3's SDL_GPU API. Made with C# cuz im lazy.

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SDL_GPU: Sponza Demo

Screenshot From 2026-11-05 18-18-23

C# deferred renderer and cascaded shadow maps using the SDL_GPU API.

Requires .NET 10 and the SDL_shadercross CLI on PATH.

DEMO CONTROLS: Drag left to orbit, right or middle to pan, and scroll to zoom.


I’ve tried to keep the code as simple as possible to make it easier to understand, though this comes at the cost of performance in some areas of rendering, so please keep that in mind. Check the optimized branch for some optimization possibilities in the codebase.

I had some help from GPT-6.1 Sol in a few areas, mostly with parsers and in the implementation of certain algorithms. If anything seems confusing or redundant, that’s on me for not paying close enough attention. Any PRs aimed at simplifying the code are more than welcome.

About

Basic Deferred Renderer + Cascaded Shadow Mapping on top of SDL3's SDL_GPU API. Made with C# cuz im lazy.

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