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Advanced Shadowmapping

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Does anyone have material on *VSM* omnidirectional shadowmapping with depth cube?

 

I have omnidirectional depth cube working, but the VSM same here uses TEXTURE_2D and I don't know how to use 6 TEXTURE_2D in a shader for shadows. http://fabiensanglard.net/shadowmappingVSM/

 

Either a depth cube VSM example, or a omni-directional 6-texture shader example?

 

Also, skewbe shadowing would be even better as it looks amazing from what i've seen.

 

thanks

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Does anyone have material on *VSM* omnidirectional shadowmapping with depth cube?

 

I have omnidirectional depth cube working, but the VSM same here uses TEXTURE_2D and I don't know how to use 6 TEXTURE_2D in a shader for shadows. http://fabiensanglard.net/shadowmappingVSM/

 

Either a depth cube VSM example, or a omni-directional 6-texture shader example?

 

Also, skewbe shadowing would be even better as it looks amazing from what i've seen.

 

thanks

If you're using a TEXTURE_2D look into multi texturing. Every system has a limit to how many textures you can use with multi texturing, and there's a way to find it, but I'm not very familiar with it. If you needed to have more than a computer's limit, you'd have to jury rig some cpu calculations to give you perhaps just a vec4 for each fragment, but that would be very hard to do probably. (I'm no OpenGL or GLSL expert and I don't pretend to be) 

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