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@@ -53,10 +53,10 @@ void main(void) {
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if(shadows) {
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vec3 pos = varShadow.xyz / varShadow.w;
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- float fbias = zbias * (1.0 - max(dot(normal, -light), 0.0));
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+ //float fbias = zbias * (1.0 - max(dot(worldNormal, -light), 0.0));
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float shadow = 0.0;
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for(int i = 0; i < sampleAmount; i++) {
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- shadow += float(texture(shadowSamp, pos.xy + samples[i] * radius).r + fbias > pos.z);
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+ shadow += float(texture(shadowSamp, pos.xy + samples[i] * radius).r + zbias > pos.z);
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}
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shadow /= sampleAmount;
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worldShadow = shadow;
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