* 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