Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
As my struggle with shadows continues I achieved a stage win by migrating my fixed function pipeline depth texture shadow mapping routine to a completely GLSL based version. This “raw” shadow mapping routine main purpose is to provide a code base for more advanced shadowmapping techniques like PCF (“Percentage Closer Filtering”) and VSM (“Variance Shadow Mapping”). As always full sourcecode on Github: GL3_ShadowMapping.java Shaders:.vs .fs
NIGHTNIGHT by DEDDY