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README.md

shadow_bias

The shadow-bias math: how far a receiver is pushed off its own surface before projecting into light space, and how much depth is subtracted from the comparison. Every value derives from the bound map's resolution and the light's own projection, so the acne/peter-panning balance tracks the shadow settings actually in use.

Pure math — no bindings, no textures, no uniforms. The forward surface path and the deferred lighting pass bind different resources and so cannot share a sampling function, but they share this, which is what makes a surface bias identically whichever path draws it.

#include "@builtin::shaderModules.shadow_bias"