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An (actual) proper fix to self shadowing: Normal Mapping Shadows and $ssbump #25

@crypticalwastaken

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@crypticalwastaken

This is very similar to self shadowing except it applies to normal maps.
It's also probably much easier to implement rather than using weird source shader lightwarp jank. http://enbdev.com/doc_normalmappingshadows.htm

Also valve technically already implemented self shadowing. http://wiki.polycount.com/wiki/Self_shadowed_bump_map
https://developer.valvesoftware.com/wiki/$ssbump
Only problem is that it isn't very good and is very limited in use.
I'm surprised to even find documentation on it
http://www.interlopers.net/forum/viewtopic.php?f=16&t=27513

In a way this is kinda like fake ssao but slightly different from real csm's implementation.

Definitely something to look into for the future.

Also this code from 2021 may also be a way to fake parallax with self shadowing in source without serious performance hiccups: https://github.com/iamyoukou/normalMapping

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