I made a few changes to the shadow map algorithm and I added depth tinting again. It's a bit of a cheat but it just looks so much better. Shading is still calculated per quad (instead of per vertex) but that will soon be remedied.
Compared to the previous post, the light is much higher (hence the lack of dramatic shadows) but you can still see the effect quite clearly.
Wow this looks very cool. :D
ReplyDelete