adjust shadow bias constants
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@ -134,7 +134,7 @@ float4 PSMain(VSOutput input) : SV_TARGET
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float3 diffuseSpecular = diffuse * diffuseColor.xyz + specular * specularColor.xyz;
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float3 diffuseSpecular = diffuse * diffuseColor.xyz + specular * specularColor.xyz;
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float3 shadowPosition = input.ShadowPosition.xyz / input.ShadowPosition.w;
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float3 shadowPosition = input.ShadowPosition.xyz / input.ShadowPosition.w;
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float shadowBias = max(0.05 * (1.0 - dot(N, L)), 0.005);
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float shadowBias = max(0.01 * (1.0 - dot(N, L)), 0.002);
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//float shadowIntensity = Shadow(shadowPosition, shadowBias);
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//float shadowIntensity = Shadow(shadowPosition, shadowBias);
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float shadowIntensity = ShadowPCF(shadowPosition, shadowBias);
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float shadowIntensity = ShadowPCF(shadowPosition, shadowBias);
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