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OpenGL VSM problem

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Hello!

I am having a big problem implementing VSM and I have been stucked for a couple of days.

When I use VSM instead of a basic shadow mapping, shadows behave strangely. I think the shadow map that I am generating is good, so I dont understand what is happening.

 

This is the shadowmap I generate.

 

This is the code I use to generate this dual channel depth map:

for (int i = 0; i < SHADOWMAP_CASCADE_COUNT; i++)
	{
		//generamos los shadowmaps originales, donde se renderizara la escena

		glBindFramebuffer(GL_FRAMEBUFFER, lightFrameBuffer[i]);
		glBindTexture(GL_TEXTURE_2D, shadowmapTexture[i]);

		glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F …

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