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directional shadow in reflection map

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i'm trying to implement directional shadow in cube reflection map.  I'm trying to avoid the case where i have to re-render reflected objects into separate shadow map.  Here is what i'm thinking ...


- render cube reflectionmap along with cube depth map

- for each pixel in reflectionmap, (all cube texture) cast a ray to the sun, and use cube depth map to check if ray is obstructed by object

- if it's obstructed, then shade a pixel.


i'm not quite sure about step 2, is it possible to use the ray vector as reflection vector into cubemap ref. texture? 

Edited by grunt123

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