Render routine:
- Render pass shadow map
- one draw call, write to one color attachment with 6 layers
- Render pass Gaussian filter (x direction)
- one draw call, write to six color attachments with single layer
- Render pass Gaussian filter (y direction)
- same as above
- Render pass on screen
A blog post discussing the details:
Rendering dynamic cube maps for omni light shadows with Vulkan API
Controls:
- orbit: left/right/up/down arrow keys
- pan: A/D/R/F
- forward and backward: W/S
- freeze/unfreeze light: F1
- pause animation: P