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Reduce margin a little
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@ -158,7 +158,7 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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else
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u = dir.x / dir.y * 0.125 + (0.50 + 0.125);
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}
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dir -= sign(dir) * 5.0; // margin, to remove wall acne
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dir -= sign(dir) * 2.0; // margin, to remove wall acne
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float dist2 = dot(dir, dir);
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return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
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}
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