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Guus Sliepen authored
This tutorial implements very basic shadow mapping: the scene is rendered as seen from the light source, the depth buffer of the result is stored in a texture. Then the scene is rendered as seen from the camera, and in the vertex shader we calculate both the light and camera projection of the vertex. In the fragment shader, we can look up the depth value from the shadow map texture, and if it is lower (ie, closer to the light source) than the current fragment is as seen from the light source, it must be in shadow. Several parameters can be changed while running the program, to show trade-offs between the light source FOV, shadow map size and whether to cull front or back faces during the calculation of the shadow map.
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