I’m trying to incorporate a really simple shadow mapping to my app, utilizing FBO to generate the depth texture, GLSL shaders and a single spotlight source. I’ve been trying to get it work for days, but it just keeps behaving oddly.
Nevermind, I got it working. Following ShadowMap shader line was wrong:
vec4 camClipPos = gl_ModelViewProjectionMatrix * gl_Vertex;
I should’ve been gl_ModelViewMatrix, not gl_ModelViewProjectionMatrix.