How it works...

The first block of the preceding code demonstrates how to create an FBO for our shadow map texture. The FBO contains only a single texture connected to its depth buffer attachment. The first few lines of code create the shadow map texture. The texture is allocated using the glTexStorage2D function with an internal format of GL_DEPTH_COMPONENT24.

We use GL_NEAREST for GL_TEXTURE_MAG_FILTER and GL_TEXTURE_MIN_FILTER here, although GL_LINEAR could also be used, and might provide slightly better-looking results. We use GL_NEAREST here so that we can see the aliasing artifacts clearly, and the performance will be slightly better.

Next, the GL_TEXTURE_WRAP_* modes are set to GL_CLAMP_TO_BORDER. When a fragment is found to lie completely ...

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