I want to sample a depth texture with a shadow sampler.
The texture is bindless and the homebrewed depth sampling/compare works as expected.
Now I would like to creeate a shadow sampler.
sampler2DShadow sShadow = sampler2DShadow(shadowTex); float isShadow = texture (sShadow, vec3(shadowTC, distanceToLight)).x; out0 = vec4(isShadow);
I tried several “distanceToLight” values but “isShadow” remains 0.
Am I missing something?
Yes I was: The shadow sampler must be enabled.
glTextureParameteri(shadowTex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTextureParameteri(shadowTex, GL_TEXTURE_COMPARE_FUNC, GL_LESS);