Implement PCF Shadow Mapping on a 3D Scene (OpenGL)

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I have prepared a ready to use C++ Builder Project displaying a basic 3D scene. Everything is ready for loading, compiling, linking, and using GLSL programs. In fact some shaders are already implemented and work fine.

Shadow Mapping implementation must be free of artifacts and undesired effects like Moiré pattern or Peter Panning. Please provide a clare and step by step code differentiating these stages: Aliased solution, PCF, and Multisampling. I would like to understand and be able to pick out any of these solutions according to custom performance preferences.

Implementation have to have a good ratio quality /GPU & Memory usage. The existing shaders and the new ones must coexist without undesired interferences. Please identify every line of code with comments describing the purpose.

In order to handle the project files and perform the requested implementation you need:

• C++ Builder XE2

• Free component TOpenGLAPPanel-1.4.0 [url removed, login to view]

• Free Glew libs (glew-2.0.0-win32) [url removed, login to view]

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