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trapezoidal shadow mapping

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I describe what I've done: I calculate the 8 corner of view frustum (from value they are all right). I create the matrix that I call lightProj: this matrix is the product between a view matrix created from lightposition to 0,0,0 and a projection matrix (fov 90°). I've transformed this 8 point for lightProj, now I should have points from -1 to 1 when they are inside light view frustum. From this point's I've calculated the 4 trapezoidal point. Then from this I've calculated NT matrix (this one seems to be right because the 4 trapezoidal points became a -1 1 square when I transform for NT). At last I use to render the scene lightProj x NT. In shadowmap now I should see the scene stretch to gave object near the camera more space. Is something wrong in my algorithm or could be a problem of trapezoidal calculation? please help

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