Lately the tides of war aka “shadow mapping” turned in my favor and I achieved another stage win by successfully implementing “Percentage Closer Filtering Soft-Shadows” (PCF-SS). The routine is quite foreward. It takes several samples from a depth texture (transformed to light pov) filter kernel and averages them. The result is some kind of “penumbra zone” wich is an attenuation of the aliasing. The bigger the kernel, the bigger the penumbra, the softer the shadows. The depth texture convolution may kill ur GPU but will result in visually soft shadows. Full sourcecode can be found on Github: GL3_ShadowMapping_PercentageCloserFiltering.java Shaders: No shaders this time as they are dynamically generated in the Java code.

NIGHTNIGHT by DEDDY