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Update images and README
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MP-APS/img/03.png

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MP-APS/img/04.png

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MP-APS/img/06.png

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README.md

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@@ -20,6 +20,9 @@ Physically Based Rendering:
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![PBR](https://github.com/htmlboss/OpenGL-Renderer/blob/master/MP-APS/img/03.png "Physically Based Rendering")
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![PBR](https://github.com/htmlboss/OpenGL-Renderer/blob/master/MP-APS/img/04.png "Physically Based Rendering")
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Image Based Lighting (IBL):
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![IBL](https://github.com/htmlboss/OpenGL-Renderer/blob/master/MP-APS/img/06.png "Image Based Lighting (IBL)")
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Bloom:
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![Bloom](https://github.com/htmlboss/OpenGL-Renderer/blob/master/MP-APS/img/05.png "Bloom")
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* Physically-based rendering.
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## WIP
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* Shadow mapping.
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* Variance shadow mapping (soft shadows).
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* Depth-buffer optimization ([https://outerra.blogspot.ca/2012/11/maximizing-depth-buffer-range-and.html](https://outerra.blogspot.ca/2012/11/maximizing-depth-buffer-range-and.html)).
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## Roadmap
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* _Forward+: Bringing Deferred Lighting to the Next Level_ ([https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf](https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf)). Harada, McKee, Yang (2012).
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* _Solid Wireframe_ ([http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf](http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf)). Nvidia (2007).
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* _Physically Based Rendering_ ([https://learnopengl.com/#!PBR/IBL/Specular-IBL](https://learnopengl.com/#!PBR/IBL/Specular-IBL))
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* _Variance Shadow Mapping_ ([http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf](http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/VarianceShadowMapping/Doc/VarianceShadowMapping.pdf))
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* _Tessellated Terrain Rendering with Dynamic LOD_ ([http://victorbush.com/2015/01/tessellated-terrain/](http://victorbush.com/2015/01/tessellated-terrain/))

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