Hey everyone!
Algorithm
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First Render Pass:
Render the scene with the projection and view matrix of the light; only render to the depth buffer.
Second Render Pass:
Render the scene with the projection and view matrix of the camera; using the depth buffer (shadow map) from the previous render pass to determine whether a pixel is in the shadow or not.
Source code on Github
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I've created a single header called PlayVk.h which can be used as a utility for setting up Vulkan in just 100 lines of code.
https://github.com/ravi688/VulkanRend...
I will fix the visual artifact soon!
Thanks for watching
On this page of the site you can watch the video online Multipass Rendering in Vulkan | Shadow Mapping | Visual Artifacts with a duration of hours minute second in good quality, which was uploaded by the user PhyMac Illustrator 30 April 2022, share the link with friends and acquaintances, this video has already been watched 1,202 times on youtube and it was liked by 16 viewers. Enjoy your viewing!