I'm working on removing shadowmap acne using normal offsets as per http://www.dissidentlogic.com/old/#Normal%20Offset%20Shadows
The math to do basic normal offsets is this:
const float texSize = 2.0 / SHADOWMAP_SIZE;
const loat normalOffset = 5.0;
// used to sample shadowmap
position += (normal * normalOffset * texSize);
The above example assumes world space.
In my pipeline I am working in view space rather than world space - my position and normal is both in view space. Does this have any impact on the code above? Is the math the same regardless is position/normals are world or view space?
And as a sidenote, does anyone have any typical constant values for normalOffset?