Also it looks like we use GL_NEAREST instead of GL_LINEAR for texturing the shadow. I vaguely recall I left it that way for performance in years gone by. Still should be fine to use GL_NEAREST providing the shadow texture itself is at least 2x the resolution needed for scale 1.0.
Also it looks like we use GL_NEAREST instead of GL_LINEAR for texturing the shadow. I vaguely recall I left it that way for performance in years gone by. Still should be fine to use GL_NEAREST providing the shadow texture itself is at least 2x the resolution needed for scale 1.0.