Added: 1 year ago
From: marcelkade
Views: 1,801
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  • How does it work?

  • @GearGOD every object that should cast a shadow is drawn black in front of a white background. A rendertarget captures this black-white image. Another rendertarget captures the colored scene. These two images are then processed in a pixel shader. The black and white image is blurred from a specified position (radial blur from mouse coordinates). Multiplying the blurred image with the colored scene results in a shadowed scene. Finally I played around with contrast and brightness..

  • @marcelkade Ah. That's very expensive on a per-light basis isn't it. I was doing something similar but by storing many copies of the geometry and expanding shadow volumes in the vertex shader from light source + a small offset per volume.

  • @GearGOD yes, it's not a very good method if there are several light sources but it was just a test...

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