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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 | Read article... | Permalink

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Khronos at SIGGRAPH 2017