Original Post
Hi there, imagine 3 directional lights on the surface of a huge sphere surrounding a scene forming an equiliteral triangle. We calculate shadow maps for every one of those 3 lights. Now there's another directional light in the middle of the triangle for which we wanna approximate a shadow map with (occlusion) parallax mapping by taking the shadow maps of the surrounding 3 lights into account. Can anyone explain me somewhat exactly how this works? I don't really get it. Parallax-Mapping simulates depth with the help of a texture + heightmap but a shadow map only produces a heightmap, right? Even if we had a texture where would it be located? In order to calculate parallax we would have to trace a ray through the texture but if the whole scene has a size of thousands of units where would the scene texture be located?