Recently we have ported all the parts of our shading pipeline to OpenGL ES 3. The last piece of the puzzle was a decent implementation of omnidirectional shadow maps. We used a Virtual Shadow Depth Cube Texture (VSDCT) described in ShaderX3.
Here is a simple code snipped I wrote to convert cube map vec3 into a virtual texture vec2:
vec2 GetShadowTC( vec3 Dir ) { float Sc; float Tc; float Ma; float FaceIndex; float rx = Dir.x; float ry = Dir.y; float rz = Dir.z; vec3 adir = abs(Dir); Ma = max( max( adir.x, adir.y ), adir.z ); if ( adir.x > adir.y && adir.x > adir.z ) { Sc = ( rx > 0.0 ) ? rz : -rz; Tc = ry; FaceIndex = ( rx > 0.0 ) ? 0.0 : 1.0; } else if ( adir.y > adir.x && adir.y > adir.z ) { Sc = rx; Tc = ( ry > 0.0 ) ? rz : -rz; FaceIndex = ( ry > 0.0 ) ? 2.0 : 3.0; } else { Sc = ( rz > 0.0 ) ? -rx : rx; Tc = ry; FaceIndex = ( rz > 0.0 ) ? 4.0 : 5.0; } float s = 0.5 * ( Sc / Ma + 1.0 ); float t = 0.5 * ( Tc / Ma + 1.0 ); s = s / 3.0; t = t / 2.0; float Flr = floor(FaceIndex / 3.0); float Rmd = FaceIndex - (3.0 * Flr); s += Rmd / 3.0; t += Flr / 2.0; return vec2( s, t ); }
The distance from the light source is packed into a 8-bit RGBA texture using this trick. Everything else is pretty straightforward.
Android demo (requires OpenGL ES 3).