anchor.diff:  
   ----
   
  -image:jme3/advanced/shading-textured-ani.gif[Shading with and without Ambient Occlusion,width="",height=""]
  +image::jme3/advanced/shading-textured-ani.gif[Shading with and without Ambient Occlusion,width="",height=""]
  
positive.code: [source,java]
  ----
  
          DirectionalLight sun = new DirectionalLight();
          sun.setColor(ColorRGBA.White);
          sun.setDirection(cam.getDirection());
          rootNode.addLight(sun);
  
          /* Drop shadows */
          final int SHADOWMAP_SIZE=1024;
          DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3);
          dlsr.setLight(sun);
          viewPort.addProcessor(dlsr);
  
          DirectionalLightShadowFilter dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE, 3);
          dlsf.setLight(sun);
          dlsf.setEnabled(true);
          FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
          fpp.addFilter(dlsf);
          viewPort.addProcessor(fpp);
  
  ----
  
  Constructor arguments:
   * your AssetManager object
   * size of the rendered shadow maps, in pixels per side (512, 1024, 2048, etc…)
   * the number of shadow maps rendered (more shadow maps = better quality, but slower)
  
  Properties you can set:
   * setDirection(Vector3f) – the direction of the light
   * setLambda(0.65f) – to reduce the split size
   * setShadowIntensity(0.7f) – shadow darkness (1=black, 0=invisible)
   * setShadowZextend(float) – distance from camera to which shadows will be computed
  
  
  == Parallel-Split Shadow Map (deprecated)
  
  Full sample code
  
  *  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/light/TestPssmShadow.java[TestPssmShadow.java]
  
  
  image::jme3/advanced/shadow.png[A lit scene with PSSM drop shadows,width="300",height="200",align="right"]
  
  
  [source,java]
  ----
  private PssmShadowRenderer pssmRenderer;
  ...
  public void simpleInitApp() {
      ....
      pssmRenderer = new PssmShadowRenderer(assetManager, 1024, 3);
      pssmRenderer.setDirection(new Vector3f(-.5f,-.5f,-.5f).normalizeLocal()); // light direction
      viewPort.addProcessor(pssmRenderer);
  
  ----
  
  
  == Screen Space Ambient Occlusion
  
  Full sample code
  
  
negative.code: You can increase the brightness of a light source gradually by multiplying the light color to values greater than 1.0f. +
  Example: `mylight.setColor(ColorRGBA.White.mult(1.3f));`
  ====
  
  
  == Light Follows Spatial
  