Original Post
Hi, I have been wondering about implementing parallel-split shadow mapping. Do most people apply all the shadow slices in a single pass or one pass for each slice? Suppose we do do it in one pass. Then we have several projection matrices for the shadow. Usually I would transform a vertex with this matrix in the vertex shader and use that in the pixel shader. Should I do this for every matrix now, or should I pass the vertex to the pixel shader and transform it with the projection matrix there? On the one hand, I have to do a transformation for every pixel now, on the other hand, I have to pass less data between vertex and pixel shader. What is the common solution to this?