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  1. EG2015 EG2015 Public

    Shader code related to the Eurographics 2015 paper "Partitioned Shadow Volumes"

    GLSL 3

  2. EGSR2016 EGSR2016 Public

    Shader code related to the EGSR 2016 paper "Deep Partitioned Shadow Volume using Stackless and Hybrid Traversals"

    GLSL 1