#include "/Shaders/Internal/light_shared.swsl"

highp float createOcclusion(highp vec2 diff)
{
    highp float ourDist = length(diff);

    highp vec2 occlDist = occludeDepth(diff, shadowMap, lightIndex);

    return smoothstep(0.1, 1.0, ChebyshevUpperBound(occlDist, ourDist));
}

