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Adaptive Volumetric Shadow Maps for Android Using OpenGL ES 3.1

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1 Dec 2015CPOL4 min read 12.1K   3  
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX 11, we present a port of the same algorithm adapted for Android devices that support OpenGL ES 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL extension.

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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