Broken shadow map.
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@@ -51,7 +51,7 @@ void main() {
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//bias = clamp(bias, 0.0, 0.01);
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float visibility = 1.0;
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if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
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float bias = 0.0005;
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float bias = 0.00005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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visibility = 0.3;
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