I tweaked Ogre's terrain material manager to use terrain component with deferred shading. I had to look at Ogre::TerrainMaterialGeneratorA class in depth, and create my own. That was a bit of work, but I got almost everything working, here what I have for now:
GBuffer aldebo:
GBuffer Depth (and specular power):
GBuffer normals:
Final image:
I still have to implement terrain shadows with this deferred pipeline.



