I tried to implement Shadow Mapping in my OpenGL Game. For directional light it worked perfectly, but now I need point lights. I have created 6 depth maps and combined them into a cube map. For directional light I needed a texture matrix for the shader. I calculated the texture matrix like that: Bias * LightProjection * LightView * CameraViewInvert. Now my question: Do I need a texture matrix for cube maps (point lights) too? And if yes, how I can calculate it? Because the point light has 6 light view and projection matrices.