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The current shadow implementation uses shadow mapping (render the screen from the lights view to a deth buffer, and use that depth to calucalte shadow), but is a bit hacky in the shader.
There are many more ways it can be improved:
The global light with orthographic projection for light and shadow was added in #17
Also sampler2DShadow was replaced with sampler2D in that PR, because it produces a better result
The current shadow implementation uses shadow mapping (render the screen from the lights view to a deth buffer, and use that depth to calucalte shadow), but is a bit hacky in the shader.
There are many more ways it can be improved:
See: http://www.opengl-tutorial.org/hu/intermediate-tutorials/tutorial-16-shadow-mapping/
and https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
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