# Shadow map for point light

**URL:** <https://forum.defold.com/t/shadow-map-for-point-light/70416>\
**Category:** The Defoldmine\
**Created:** [February 22, 2022, 8:16am UTC](https://forum.defold.com/t/shadow-map-for-point-light/70416 "2022-02-22T08:16:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Ivan\_Lytkin](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/ivan_lytkin/32/2654_2.png) [@Ivan\_Lytkin](https://forum.defold.com/u/Ivan_Lytkin)\
**Post date:** [February 22, 2022, 8:16am UTC](https://forum.defold.com/t/shadow-map-for-point-light/70416/1 "2022-02-22T08:16:03Z")

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Some experiments:

> **[GitHub - abadonna/defold-point-light: Omnidirectional shadow maps](https://github.com/abadonna/defold-point-light)**
>
> Omnidirectional shadow maps

Rendering to cubemap is usually used to implement omnidirectional shadows, but as we don’t have such render target in Defold, here is a bit different approach - rendering all cube map faces to an ordinary 2D texture.

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**Author:** ![Dragosha](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/dragosha/32/5103_2.png) [@Dragosha](https://forum.defold.com/u/Dragosha)\
**Post date:** [August 8, 2022, 4:36pm UTC](https://forum.defold.com/t/shadow-map-for-point-light/70416/2 "2022-08-08T16:36:12Z")

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Great example! A bit reworked and tuned:
