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Omnidirectional shadows and VSDCT on OpenGL ES 3

Jan 20, 2014

All the parts of our shading pipeline have no been ported to OpenGL ES 3. The last piece of the puzzle was a decent implementation of omnidirectional shadow maps. We used a Virtual Shadow Depth Cube Texture (VSDCT) described in ShaderX3.

Category: Developers

Posted on 01/20 at 02:35 PM


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