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cubic shadow mapping

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hi, i recently played a bit with cubic shadow mapping and i got a question. how do i filter the shadow map? i tryed to create filter values but it never really worked, this is what i have. float fDepth = length(projTex.xyz) * ShadowEpsilon; float fShadow = 1.0; float3 LookUpVector = projTex.xyz ; // + here must be the filter ... float vShadowSample = texCUBE(ShadowSampler, LookUp).r; fShadow -= (fDepth - vShadowSample < 0.0) ? 0.0 : 1; i need something like this for(int j = 0; j < 9; ++j) { float3 LookUpVector = projTex.xyz ; // + Filter[j] float vShadowSample = texCUBE(ShadowSampler, LookUp).r; fShadow -= (fDepth - vShadowSample < 0.0) ? 0.0 : 0.111111; }

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