@Override
    public VRDirectionalLightShadowRenderer clone() {
        VRDirectionalLightShadowRenderer clone = new VRDirectionalLightShadowRenderer(assetManager, (int)shadowMapSize, nbShadowMaps);
        clone.setEdgeFilteringMode(getEdgeFilteringMode());
        clone.setEdgesThickness(getEdgesThickness());
        clone.setEnabledStabilization(isEnabledStabilization());
        clone.setLambda(getLambda());
        clone.setLight(getLight());
        clone.setShadowCompareMode(getShadowCompareMode());
        clone.setShadowIntensity(getShadowIntensity());
        clone.setShadowZExtend(getShadowZExtend());
        clone.setShadowZFadeLength(getShadowZFadeLength());
        return clone;
    }
Create an OculusDirectionalLightShadowRenderer More info on the technique at <a
href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>

@param assetManager the application asset manager
@param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,
etc...)
@param nbSplits the number of shadow maps rendered (More shadow maps
result in higher quality, fewer fps.)
jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java