An epsilon to make sure the reference anchor point is not exactly at the center of the viewport, but still very close.
This is because ThreeJS light shaders were messed up with reference point in the center.
This issue is only happening because we are doing the projection matrix trick, otherwise we wouldn't bother with epsilon
An epsilon to make sure the reference anchor point is not exactly at the center of the viewport, but still very close. This is because ThreeJS light shaders were messed up with reference point in the center. This issue is only happening because we are doing the projection matrix trick, otherwise we wouldn't bother with epsilon