1
vote
1answer
49 views

Depth Map resolution shifting

the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite ...
1
vote
1answer
413 views

GL_EXT_shadow_samplers killing my shader

I have the following fragment shader for my scene #extension GL_EXT_shadow_samplers : require ... vec4 color = texture2D(uTextureUnit0, varTexCoord0); if (colorTransformEnabled != 0) { vec3 ...