I’ve been playing with shadows a bit - there’s a good chance I’m missing something here, but I can’t quite work out how to get omnidirectional sources to work. I had assumed that point lights would behave this way, but I haven’t had any luck.
I’d either love a proper hint at how to achieve this effect, or support for shadows from omnidirectional sources
Having done some googling, I think I’d need to do this with a depth map from a cube map render from the position of the light, and then a bit of GLSL handling. Before I dive deep down a rabbit hole though, it’d be great to know if there’s something I’m missing.