diff --git a/projects/voxelization/resources/shaders/shadowMapping.inc b/projects/voxelization/resources/shaders/shadowMapping.inc
index c4bcd94e70766dfb4d403076f63007a37d3e868a..c56ae8985c5c5fcef780b622d8b888f1081af74c 100644
--- a/projects/voxelization/resources/shaders/shadowMapping.inc
+++ b/projects/voxelization/resources/shaders/shadowMapping.inc
@@ -86,7 +86,7 @@ float shadowTest(vec3 worldPos, LightInfo lightInfo, texture2D shadowMap, sample
     shadowMapSample = unquantizeMoments(shadowMapSample);
     
     float depthBias     = 0.f;
-    float momentBias    = 0.000002;
+    float momentBias    = 0.0003;
     
     float shadow = ComputeMSMShadowIntensity(shadowMapSample, lightPos.z, depthBias, momentBias);
     return reduceLightBleeding(shadow, 0.1f);
diff --git a/projects/voxelization/src/ShadowMapping.cpp b/projects/voxelization/src/ShadowMapping.cpp
index 051d0673e5c92cbaa7ed86600e3dd85ab4cc3b98..19d58c25a6c8922e9333e584854b1894e08adfcf 100644
--- a/projects/voxelization/src/ShadowMapping.cpp
+++ b/projects/voxelization/src/ShadowMapping.cpp
@@ -1,10 +1,10 @@
 #include "ShadowMapping.hpp"
 #include <vkcv/shader/GLSLCompiler.hpp>
 
-const vk::Format            shadowMapFormat = vk::Format::eR32G32B32A32Sfloat;
-const vk::Format            shadowMapDepthFormat = vk::Format::eD32Sfloat;
-const uint32_t              shadowMapResolution = 2048;
-const vkcv::Multisampling   msaa = vkcv::Multisampling::MSAA8X;
+const vk::Format            shadowMapFormat         = vk::Format::eR16G16B16A16Unorm;
+const vk::Format            shadowMapDepthFormat    = vk::Format::eD32Sfloat;
+const uint32_t              shadowMapResolution     = 2048;
+const vkcv::Multisampling   msaa                    = vkcv::Multisampling::MSAA8X;
 
 vkcv::ShaderProgram loadShadowShader() {
 	vkcv::ShaderProgram shader;