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Write a C program that simulates a deferred rendering geometry pass.
Requirements:
Deferred rendering, introduced by Michael Deering in 1988 and popularized by Killzone 2's engine, is the technique nearly every modern AAA title (Unreal Engine's default renderer, id Tech 6/7) uses to decouple hundreds of dynamic lights from scene geometry complexity. The G-buffer layout modeled here is exactly what tools like RenderDoc let you inspect frame-by-frame when debugging a deferred renderer.