Hiya,
I’m trying to use the deferred pcf shadows contribution (thanks catweasel!) and getting some weird shadows that shouldn’t be there.
The light is shining directly on the visible faces of the cubes, and so there shouldn’t be any shadow on them, but there is. It looks as if it’s the shadow from the cube behind it or something, even though the light is coming from the front.
The issue goes away if the camera is rotated beyond 45degrees or so, but I need it to be looking straight on at the objects for the patch.
Any ideas why this would be happening? is it already a known issue with that method of shadowing?
I’ve just gone and looked again at the contribution page and noticed specific reference to nvidia, could this issue be caused by using an ATI (7970) card?