Original Post
Hi, i rendered my shadow map with that shaders.
void main( in float4 position : POSITION,
out float4 positionOUT : POSITION,
out float3 lightVector : TEXCOORD0,
uniform float4 lightPosition,
const uniform float4x4 model_view_projection_matrix)
{
positionOUT = mul(model_view_projection_matrix, position);
lightVector = lightPosition.xyz - (position.xyz);
}
void main(
in float4 positionOUT : POSITION,
in float4 lightVector : TEXCOORD0,
out float4 color : COLOR
)
{
float fDepth = dot(lightVector, lightVector);
color = float4(floor(fDepth) / 256.0, frac(fDepth), frac(fDepth), frac(fDepth));
}
The Result looks like this: http://img404.imageshack.us/img404/9282/shadowmapft0.jpg It is just a plane on the floor and a cube nearer to the light. Is this right??? Because my calculation is wrong. I rendered 6 sides with my FBO Cube Map and do everything like GPU Gems said. My only Question is: Is the look of the Shadow map Right??? If No, what can be wrong? [Edited by - KDSBest on April 7, 2007 12:43:17 PM]