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jherico committed Apr 19, 2018
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Expand Up @@ -47,3 +47,11 @@ To avoid shadow artifacts the dynamic depth bias state ([vkCmdSetDepthBias](http

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### [Omnidirectional shadow mapping](examples/shadowmappingomni/shadowmappingomni.cpp)
<img src="./documentation/screenshots/shadow_omnidirectional.png" height="96px" align="right">

Uses a dynamic 32 bit floating point cube map for a point light source that casts shadows in all directions (unlike projective shadow mapping).
The cube map faces contain the distances from the light sources, which are then used in the scene rendering pass to determine if the fragment is shadowed or not.
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