I have implemented shadow mapping, all works fine except that self-shadows are not rendered correctly, as you can see in the picture:
The problem looks like z-fighting, does anybody know how I can solve it?
Here my lookup function:
float lookup( )
{
float shadow;
float depth = texture( shadowMap, ShadowCoord.xy ).x;
shadow = ShadowCoord.z > depth ? 0.25f : 1.0f;
return shadow;
}
Thanks in advance