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@@ -269,7 +269,7 @@ RF32 computeShadowFactorPointLightGeneric(PointLight light, Vec3 frag2Light, Tex
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{
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const Vec3 dir = -frag2Light;
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const Vec3 dirabs = abs(dir);
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- const F32 dist = max(dirabs.x, max(dirabs.y, dirabs.z));
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+ const F32 dist = max(dirabs.x, max(dirabs.y, dirabs.z)) - 0.01; // Push it out to avoid artifacts
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// 1) Project the dist to light's proj mat
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//
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