Reenabled bias calculation depeding on distance.
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@ -177,7 +177,7 @@ float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection, float
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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, normalize(lightDirection)), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.001);
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//bias *= 1/length(lightDirection)*8;
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bias *= 1/length(lightDirection)*8;
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for (int i=0; i<4; i++) {
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visibility -= intensity/16*(1.0-texture(shadowMap, vec4(lightDirection + poissonDisk3D[i]/stretching, compValue - bias)));
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}
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