REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray 2025-08-11 20:22:31 +02:00
commit 9b598f6bcf

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@ -52,7 +52,7 @@ void main()
vec2 sampleCoords = fragPosLightSpace.xy;
float curDepth = fragPosLightSpace.z;
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
// The solution is adding a small bias to the depth
// In this case, the bias is proportional to the slope of the surface, relative to the light
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
@ -61,8 +61,8 @@ void main()
// PCF (percentage-closer filtering) algorithm:
// Instead of testing if just one point is closer to the current point,
// we test the surrounding points as well.
// This blurs shadow edges, hiding aliasing artifacts.
// we test the surrounding points as well
// This blurs shadow edges, hiding aliasing artifacts
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
for (int x = -1; x <= 1; x++)
{