diff --git a/projects/voxelization/resources/shaders/shadowMapping.inc b/projects/voxelization/resources/shaders/shadowMapping.inc
index f75dabc76af7fc160c3c8b81c73abe3b986ebc07..68c279f59a25edfdd89733066ffa1e98b244f971 100644
--- a/projects/voxelization/resources/shaders/shadowMapping.inc
+++ b/projects/voxelization/resources/shaders/shadowMapping.inc
@@ -6,18 +6,18 @@
 // nice math blob from the moment shadow mapping presentation
 float ComputeMSMShadowIntensity(vec4 _4Moments, float FragmentDepth, float DepthBias, float MomentBias)
 {
-    vec4 b=mix(_4Moments, vec4(0.5f,0.5f,0.5f,0.5f),MomentBias);
+    vec4 b=mix(_4Moments, vec4(0.5),MomentBias);
     vec3 z;
     z[0]=FragmentDepth-DepthBias;
-    float L32D22=-b[0] * b[1] + b[2];
-    float D22= -b[0] * b[0] + b[1];
-    float SquaredDepthVariance=-b[1]*b[1]+b[3];
+    float L32D22=fma(-b[0], b[1], b[2]);
+    float D22=fma(-b[0], b[0], b[1]);
+    float SquaredDepthVariance=fma(-b[1], b[1], b[3]);
     float D33D22=dot(vec2(SquaredDepthVariance,-L32D22),
                      vec2(D22,                  L32D22));
                      
-    float InvD22=1.0f/D22;
+    float InvD22=1.0/D22;
     float L32=L32D22*InvD22;
-    vec3 c=vec3(1.0f,z[0],z[0]*z[0]);
+    vec3 c=vec3(1.0,z[0],z[0]*z[0]);
     c[1]-=b.x;
     c[2]-=b.y+L32*c[1];
     c[1]*=InvD22;
@@ -26,13 +26,13 @@ float ComputeMSMShadowIntensity(vec4 _4Moments, float FragmentDepth, float Depth
     c[0]-=dot(c.yz,b.xy);
     float p=c[1]/c[2];
     float q=c[0]/c[2];
-    float r=sqrt((p*p*0.25f)-q);
-    z[1]=-p*0.5f-r;
-    z[2]=-p*0.5f+r;
+    float r=sqrt((p*p*0.25)-q);
+    z[1]=-p*0.5-r;
+    z[2]=-p*0.5+r;
     vec4 Switch=
-    	(z[2]<z[0])?vec4(z[1],z[0],1.0f,1.0f):(
-    	(z[1]<z[0])?vec4(z[0],z[1],0.0f,1.0f):
-    	vec4(0.0f,0.0f,0.0f,0.0f));
+    	(z[2]<z[0])?vec4(z[1],z[0],1.0,1.0):(
+    	(z[1]<z[0])?vec4(z[0],z[1],0.0,1.0):
+    	vec4(0.0));
     float Quotient=(Switch[0]*z[2]-b[0]*(Switch[0]+z[2])+b[1])
                   /((z[2]-Switch[1])*(z[0]-z[1]));
     return clamp(Switch[2]+Switch[3]*Quotient, 0, 1);
@@ -40,10 +40,10 @@ float ComputeMSMShadowIntensity(vec4 _4Moments, float FragmentDepth, float Depth
 
 vec4 quantizeMoments(vec4 moments){
     mat4 T = mat4(
-        -2.07224649f,     13.7948857237f,   0.105877704f,   9.7924062118f,
-         32.23703778f,   -59.4683975703f, -1.9077466311f, -33.7652110555f,
-        -68.571074599f,   82.0359750338f,  9.3496555107f,  47.9456096605f,
-         39.3703274134f, -35.364903257f,  -6.6543490743f, -23.9728048165f);
+        -2.07224649,     13.7948857237,   0.105877704,   9.7924062118,
+         32.23703778,   -59.4683975703, -1.9077466311, -33.7652110555,
+        -68.571074599,   82.0359750338,  9.3496555107,  47.9456096605,
+         39.3703274134, -35.364903257,  -6.6543490743, -23.9728048165);
     vec4 quantized = T * moments;
     quantized[0] += 0.0359558848;
     return quantized;
@@ -52,10 +52,10 @@ vec4 quantizeMoments(vec4 moments){
 vec4 unquantizeMoments(vec4 moments){
     moments[0] -= 0.0359558848;
     mat4 T = mat4(
-        0.2227744146f,  0.1549679261f,  0.1451988946f,  0.163127443f,
-        0.0771972861f,  0.1394629426f,  0.2120202157f,  0.2591432266f,
-        0.7926986636f,  0.7963415838f,  0.7258694464f,  0.6539092497f,
-        0.0319417555f,  -0.1722823173f, -0.2758014811f, -0.3376131734f);
+        0.2227744146,  0.1549679261,  0.1451988946,  0.163127443,
+        0.0771972861,  0.1394629426,  0.2120202157,  0.2591432266,
+        0.7926986636,  0.7963415838,  0.7258694464,  0.6539092497,
+        0.0319417555,  -0.1722823173, -0.2758014811, -0.3376131734);
     return T * moments;
 }