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The mystery to unpack is step 1, how to render the `ShadowBuffer` in the first place.
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@@ -68,9 +68,9 @@ However, the `SpriteBatch` usually only renders rectangular shapes. Naively, it
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This diagram shows an abstract pixel being drawn at some position `P`. The corners of the pixel may be defined as `G`, `S`, `D`, and `F`.
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Our goal is define a function that transforms the positions `S`, `D`, `F`, and `G`_into_ the positions, `A`, `a`, `b`, and `B`. The table below shows the desired mapping.
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@@ -149,6 +149,10 @@ Once all of the positions are mapped, our goal is complete! We have a vertex fun
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To start implementing the effect, create a new Sprite Effect in the `MonoGameLibrary`'s common content effect folder called `shadowHullEffect.fx`. Load it into the `Core` class as before in the previous chapters.
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