Description
Contact Shadow example"
"The shadow casting scene objects are rendered from view of light as depth texture."
"Instead of the color value the z-value is written to a R32F floating point texture using a Fragment Shader"
"During shadowed scene rendering a light is computed at each pixel"
"The depth texture is tested to find out if the current pixel position is in the shadow or not"
"R32F floating point rendering requires an ATI card or Nvidia beginning with FX with current drivers"
"Fine tuning required: Size of the Depth Map (CompositeTexture)"
"z-near-z-far settings for Depth Map, SMAP_SIZE & SHADOW_EPSILON in ShadowShader.fx"
"(c) 2006 Holger Grahn hg@snafu.de