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Reverted point light shadow matrix because it shadows lost volume. #959
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@ -3013,7 +3013,8 @@ void idRenderBackend::SetupShadowMapMatrices( viewLight_t* vLight, int side, idR
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lightProjectionMatrix[2 * 4 + 2] = -0.999f; // adjust value to prevent imprecision issues
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// the D3D clip space Z is in range [0,1] instead of [-1,1]
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lightProjectionMatrix[3 * 4 + 2] = -zNear;
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// FIXME -1.0f * zNear kills shadow depth
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lightProjectionMatrix[3 * 4 + 2] = -2.0f * zNear;
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lightProjectionMatrix[0 * 4 + 3] = 0.0f;
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lightProjectionMatrix[1 * 4 + 3] = 0.0f;
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