The point is, you can only filter what's in the texture. For soft shadows, you need an interpolation from dark (in shadow) to bright. Your intensity (depth) map doesn't contain any information about areas in shadow, so a simple texture filter won't help you at all.DiGuru said:You would only filter depth (or intensity) of pixels that are visible from the light source. How would you get soft shadows that way?
When you start out with a very dark scene and you turn on the lights, the things that are not illuminated are said to be in the shadow. Ergo: it depends on your definition of shadows: as being the absence of light or as spots that are made darker.
The idea is, that you use only those illumination maps to make dark things brighter.
What you can do, however, is doing the depth comparison for each of four texture samples, and then filter the boolean comparison values. NVidia does this "percentage closer filtering" since GeForce3.