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* Use Normal-offset shadows to deal with shadow acne and peter panning instead of Receiver plane depth bias much simpler technique and it's what modern game engines use * Apply shadow normal offset to each shadow type * Default bias to zero since ApplyShadowNormalOffset deals with it * ApplyShadowNormalOffset also takes PCF kernel radius * Update shaders * Normal bias now scales with PCF kernel size with actual shadow hardness * build shaders