diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index b73fcde63..8d623237d 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -313,6 +313,7 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex) return 1.0; // No shadowmap available for this light vec3 planePoint = pixelpos.xyz - lightpos.xyz; + planePoint += 0.01; // nudge light position slightly as Doom maps tend to have their lights perfectly aligned with planes if (dot(planePoint.xz, planePoint.xz) < 1.0) return 1.0; // Light is too close