First of all thanks for replying.
What can be the problem with different projection matrices?? Here is the code for calculating light view and projection matrices:: based upon different splits fNear ad fFar I first calculate the light frustum corners andthen pass it to the below function...
I think I have posted wrong shader code. I was in a hurry, sorry for that. Her is the corect one:
struct Mtrl
{
float4 ambient;
float4 diffuse;
float4 spec;
float specPower;
};
struct DirLight
{
float4 ambient;
float4 diffuse;
float4 spec;
float3 dirW;
};
float epsilon = 0.000000001f;
float...
Hello everyone,
Ok, well I have successfully uh, correction partially done Parallel Split Variance shadow map. I have got the split working with transition between the shadows. However I am having a problem like this:
You can see that in the above image the palm's shadow appear 2 times. The...