Omnidirectional shadows and VSDCT on OpenGL ES 3

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.

Jan 20, 2014 | Category: Developers

Comments

<< Back to main

 
Column Footer