cubic shadow mapping
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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