Variance Shadow Mapping
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-) Go to "Source", and open the "ShadowMapping.sln" file.
-) Build the solution (should build without problems in VS 2008)
-) Set the root-directory as your working directory (there must a folder named "Shaders", containing the necessary shaders)
-) Upon starting the program, you should see a sphere and two cubes which are rendered using standard shadow mapping

Task: implement variance shadow mapping in the shaders
-) The shader responsible for writing depth to the render target can be found in "Shaders/Depth.fsh"
-) The shader responsible for performing shadow mapping can be found in "Shaders/Default.fsh"
-) Implement the TODOs described in both shaders
-) After successfully implementing the TODOs, most of the shadow mapping artefacts should be gone, and shadows should have a slight fuzzy edge