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GLSL shadow mapping

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hello, if i am not mistaken in order to do shadowmapping with GLSL you need to generate the texture-coordinates for the depth-comparison using the lightviewprojection-matrix from the shadow-pass. usually you do this with glTexGen, right? now is there a way to generate those coordinates by the shader itself? i.e. without passing those as uniforms to the shader? if so, how? thanks!

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