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We all know Bumpmapping which calculates the pixelcolour depending on the anglebetween the pixels normal and the lightdirection but if we take a closer lookwe notice that these "shadows" wont get longer or shorter.This is when horizonmappingbecomes handy which allows us to draw a correct shadow which gets longer and shorter.Although horizonmapping is normally done with additional textures , I decidedthat a heightmap (stored in the Normalmaps Bluechannel) should be enough to generatethese "shadows".The Shader simply traces a ray from the current pixelposition backto the light and checks if hit intersects another pixel, if it does so , the currentpixel must be in the shadowvolume.

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