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Shadow maps with multipass lighting

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Uploaded by on Jul 27, 2008

http://www.codeplex.com/untitled

This is just a simple shader with shadow mapping (without PCF) with the ability to render with additive blending for each light.

Renderer is now being rewrited, so it's obsolete anyway;)

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Science & Technology

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Standard YouTube License

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Uploader Comments (scypior)

  • Yep, you're right. But these lights are spinning around, so depth map is constantly changing.

    There were no cube depth maps yet btw.

  • Shadows are static, Depth CubeMap prerendered in starting program. You used Deffered Shading?

    What about moving PointLights with shadows? ;)

  • Don't know what do you mean by 'shadows are static...'. Everything is dynamic.

    Nope, it's not deferred, as in title - it's jsut shader that handles one light and geometry is being drawn for every light with additive blending.

    Pointlights with shadows weren't implemented at that point.

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All Comments (3)

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  • I need a tutorial on shadow mapping... or volume lighting in opengl ... :(

  • If position of light doesnt changes, and casters in range of light doesnt moves, you dont need to render depth map in cubemap every frame, becouse it will be same the last frame :)

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