Cause I'm working with 2d I'm creating frame buffers which get combined at the end, pretty much the same as Deferred shading. The current technique is simply lights (texture lights) being draw to a frame buffer then all the buffers (Diffuse, Illumination, Normal and etc) get combined in the final. What it looks like now:
(2000 fake lights is overkill but looks cool)
But I want to know if there's a way to add normal mapping based off the lightmap. I know Direction lightmaps work in this way but having no real time lights. But before I get into that, I just want a stab a simple normal mapping.
I figure the same thing needs to occur at the light frame buffer stage, expect that I sample the norm frame buffer. But this is where I'm stuck, cause I have no clue how all the different lighting techniques Point, Spot, Direction and etc correspond to a flat 2d surface. If anyone could shed some light on this that would be great.
"Get in the Van!" - Van B