originally I used old shade-c one, but it was full with problems (no smooth borders), and used a custom and a bit strange lighting, so I totally rewrote it.

first I corrected the variance shadowmapping, and finally replaced it with another nicer faster approach called exponential shadowmapping, which is still up to date, and enough to use only 1 or 2 cascades. this technique used in unreal engine too (but UE4 does it faster even for 4 cascades). you can find it in scsm.h and scsm.c

moreover I rewrote pssm shadows to use Slin's custom split calculation. you can find it in pssm.h and pssm.c

if you search the project for pssm/scsm _init() _start() and _close() functions you can see how simple to use it.


Free world editor for 3D Gamestudio: MapBuilder Editor