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#Actuallipsryme

Posted 16 December 2012 - 06:15 PM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?
There's not really a lot of deferred shadow mapping with directional light tutorials out there :/

Update: I think I'm slowly getting somewhere (or not...):

I've updated the code on my first post.

#5lipsryme

Posted 15 December 2012 - 02:46 PM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?
There's not really a lot of deferred shadow mapping with directional light tutorials out there :/

Update: I think I'm slowly getting somewhere:

I've updated the code on my first post.

#4lipsryme

Posted 15 December 2012 - 02:44 PM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?
There's not really a lot of deferred shadow mapping with directional light tutorials out there :/

Update: I think I'm slowly getting somewhere:

#3lipsryme

Posted 15 December 2012 - 07:58 AM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?
There's not really a lot of deferred shadow mapping with directional light tutorials out there :/

#2lipsryme

Posted 15 December 2012 - 07:57 AM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?

#1lipsryme

Posted 15 December 2012 - 07:54 AM

Hi jeffkingdev,

I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works. :)

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