Hi, In your current implementation you store your fragment positions in world space and use them for lighting in the final fragment shader. If you pass a matrix uniform to this pass, that translates from world space to screen space of the light pass, you can calculate your shadow texcoords. So you only need to calculate: "vec4 shadowTexCoord = shadowViewProjectionMatrix * p_worldposition;" in your final fragment shader. You can use this to fetch from your depth texture and compare the depths.
Thank you! Cheers, Marcel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56761#56761 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

