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In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.
The Business Source License (SPDX id BUSL [1]) is a software license which publishes source code but limits the right to use the software to certain classes of users. The BUSL is not an open-source license, [1] but it is source-available license that also mandates an eventual transition to an open-source license.
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