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OpenGL Soft shadows using layered attenuation map

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Hello guys, I'd like to code that technique for a project: http://graphics.stanford.edu/papers/shadows/ the first one called Layered attenuation map. First, I'd like to know has anyone seen that technique implemented somewhere, an example, a bit of code about it? My first question is about the second part of the algorithm. Once you have built your attenuation map with renders from the light point of view, you switch back to camera point of view (a bit like shadowmapping) and then you render the whole scene with texture and lightning. After that, for each pixel of the image, you check if that pixel is in your attenuation map and if so, modulate its color by a factor. I'd like to know how to get a pixel information from a rendered view and then change its color and write it back to produce a final render or image and so on for each pixel of the image? In OpenGL of course. Thank you! Jeff

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