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@ -117,7 +117,7 @@ float CalcShadow(sampler2D shadowMap, vec3 lightDir)
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// angle gives a higher bias, as shadow acne gets worse with angle
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// angle gives a higher bias, as shadow acne gets worse with angle
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float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
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float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
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// 'Percentage Close Filtering'. B
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// 'Percentage Close Filtering'.
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// Basically get soft shadows by averaging this texel and surrounding ones
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// Basically get soft shadows by averaging this texel and surrounding ones
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float shadow = 0;
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float shadow = 0;
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vec2 texelSize = 1 / textureSize(shadowMap, 0);
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vec2 texelSize = 1 / textureSize(shadowMap, 0);
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