I am using Unity but this question might not be proper to this engine.
I have projected the shadow map onto this sphere but there are grazing shadows. Is it possible to avoid it or to correct it as I am using the raw depth data of the texture.
Here is the pseudo-shader code.
uniform sampler2D _ShadowMap;
float4 shadowCoord : TEXCOORD1;
// vertex shader
o.shadowCoord = mul(unity_World2Shadow[0], mul(_Object2World, v.vertex));
// fragment shader
color.rgb = tex2D(_ShadowMap, i.shadowCoord);
return color;