After implementing fixed function pipeline base shadow mapping it came to my mind that this could be easily used to implement some kind of screen space fake softshadows. First I render the scene geometry as black&white using the fixed function pipeline shadowmapping functionality. After that I convolute the rendered framebuffer with a simple Box Blur thereby softening the shadows. Afterwards I render the normal colored scene and multiply the two framebuffers with a simple fragment shader. The result looks quite cool tho as expected when using simple linear convolution, artifacts arise on geometry edges. Sourcecode: GL2GL3_DepthTextureSoftShadowMapping.java. The corresponding fragement shader wich multiplies the two framebuffers can be found here: .fs

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