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-rw-r--r--cnn_v3/shaders/gbuf_shadow.wgsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl
index 6c81d66..65ae1fa 100644
--- a/cnn_v3/shaders/gbuf_shadow.wgsl
+++ b/cnn_v3/shaders/gbuf_shadow.wgsl
@@ -121,7 +121,7 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
// Use rasterized surface normal for bias — correct for sphere impostors.
let nm = textureLoad(normal_mat_tex, vec2i(pos.xy), 0);
let nor = oct_decode_unorm(nm.rg);
- let bias_pos = world + nor * 0.05;
+ let bias_pos = world + nor * 0.02;
// March shadow rays toward each light; take the darkest value.
var shadow_val = 1.0;