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OpenGL How to get direct illumination by sampling shadow maps

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I’m trying to find a global illumination solution for my project, and I need it to be fast.

So I tried to get direct illumination into the light map by sampling a shadow map.

The light map’s resolution is pretty low, and caused the problems of aliasing ( in my case, it’s 128 * 128 for the ground).


Is there any way to improve this?

Thank you all for reading.

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