What are you doing to get Assimp as you don't need to compile it on your own, you can just download their SDK package and link to the required libraries, this is what I did when using this library for my own use.
Also which version of Assimp are you using.
I'm using VS 2012, so I need to use VS 11 version of pre-compiled libraries which they do not provide yet.
Personally I copy/pasted all files, including libraries, and copied boost workaround since I'm not using boost. If I remember correctly some includes needed fixing but that's all.
thanks for helping here. but I still got errors and tons of warnings. did you create a new VS project and add all header and source file in manually, including "include" and "contrib" file? can you describe the process in more detail?
Yeah, the most straightforward way to do this is to pass your world position (which of course you have access to in the vertex shader) to the pixel shader via a TEXCOORD semantic.
Then in your pixel shader, you can multiply that by the View * Projection matrix of your light (so your camera's V and P matrices are shader parameters used by your vertex shader as usual, and your light's V and P matrices are shader parameters used by your pixel shader). This should get you in the same space as what you used to generate your shadow map.
but the world position in vertex shader is vertex-based, how do I know what's the world position for every fragment(or pixel)?
and what space is the xy axes of shadow map in? I think it's in window space which are all integers. but view * Projection matrix only take us to clip space right?