i'm trying to implement directional shadow in cube reflection map. I'm trying to avoid the case where i have to re-render reflected objects into separate shadow map. Here is what i'm thinking ...
- render cube reflectionmap along with cube depth map
- for each pixel in reflectionmap, (all cube texture) cast a ray to the sun, and use cube depth map to check if ray is obstructed by object
- if it's obstructed, then shade a pixel.
i'm not quite sure about step 2, is it possible to use the ray vector as reflection vector into cubemap ref. texture?