Corrected bias calculation for point light shadows.
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@ -132,8 +132,8 @@ float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
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float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
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float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
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float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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float bias = 0.001*tan(acos(clamp(dot(vNormal, lightDirection), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.001);
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return texture(shadowMap, vec4(lightDirection , compValue - bias));
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}
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