pub const SELF_SHADOW_GLSL: &str = r#"
float compute_self_shadow(vec3 normal, vec3 light_dir, float bias) {
float n_dot_l = dot(normal, normalize(light_dir));
return clamp((n_dot_l + bias) / (bias * 2.0 + 0.01), 0.0, 1.0);
}
"#;Expand description
Self-shadow computation in GLSL.