ADD: Receiver plane depth bias
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@@ -157,7 +157,7 @@ void SceneManager::update_scene()
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const glm::vec3 eye = center - L * pullback;
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const glm::mat4 V = glm::lookAtRH(eye, center, up);
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const float zNear = 0.1f;
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const float zNear = 0.2f;
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const float zFar = pullback + cover * kShadowClipForwardFactor + kShadowClipZPadding;
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const glm::mat4 P = glm::orthoRH_ZO(-cover, cover, -cover, cover, zNear, zFar);
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