Shadow cube map: Comparing the depth value
I have a scene rendered into the six sides of a depth cube map from an omni light position using a 90°FOV.
So far so good.
Now in the fragment shader I somehow need to compare
A) the distance between fragment position and light position (direction vector length) with
B) the distance/depth stored in the depth cube map
Problem is, the distance B in the cube map cannot be directly
compared with the "real world" distance A, right?
How can I get comparable distance values?
I know how to lookup B but not how to transform the returned
deoth value into something I can compare with A.
Help is really appreciated!
Probably I just found the answer here:
Can somebody confirm this is how it is done usually?
See this post:
* Re: GLSL - cube shadows - projecting (deadc0de)
for some working code showing how.