 
     //float bias = 0.05;
     float bias = 0.00125;
+
     float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
 
     return shadow;

    vec3 lightDir = normalize(light.position - fragPosition);
    vec3 norm = normalize(normal);


    //
    // TODO: have on function that is responsible for getting the fragment color that can then be

    if(projCoords.z > 1.0f) {
        return 0.0f;
    }


    float currentDepth = projCoords.z;

