Name change, but backwards
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@@ -292,7 +292,7 @@ float SampleShadow(vec4 frag_clip_space, sampler2DArray sampler_shadow_map, uint
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// calculate bias (based on depth map resolution and slope)
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float bias = max(0.005 * (1.0 - dot(normal, light_dir)), 0.0001);
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float bias = max(0.005 * (1.0 - dot(normal, light_dir)), 0.0005);
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// check whether current frag pos is in shadow
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