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Projected textures

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Been looking around, does anyone have a good link to the math/derivations behind this? Does this work similarly to shadow maps? eg. transform the uv into light-space and sample the uvs from the texture? Thanks,

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Shadow maps are an application of projected textures that use depth, so yeah, the math is the same. Shadow maps simply add a per fragment depth compare at the end (at least for simple spot shadows).

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