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Question about GDNet article

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I'm reading this article about implementing soft-edged shadows right now. It looks good, but I'm curious about this part:
Another advantage is that one can generate soft shadows for multiple lights with a small memory overhead. When dealing with multiple lights, all you need is one shadow map per light, whereas the screen and blur buffers can be common to all the lights!
I don't see how this is possible. We sample the "blur buffer" to see if a pixel is in shadow or not. This is fine for 1 light. But if we use a common blur buffer for *all* the lights, then all we can know is if a pixel is in shadow or not, but not for which light. How can this work with per-pixel lighting? For example, with a green and red light, some pixels may be in shadow regarding the red light, some regarding the green light, some both. Don't we need a seperate blur buffer per light here?

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