I wanted to create sharper shadows, so I increased ESM multiplier to 350. On PC it looks nice, but when I exported my project for Android, I saw terrible shadow glitches. They become weaker when I reduce this multiplier, but they exist even on value of 100, when shadows become very blurry.
I think that this problem is caused by mediump precision used in internal ESM fragment shader. Is there a workaround to get sharper shadows on Android without switching to PCF? Maybe I can enable highp precision on devices that support it?
My Godot version is 2.1.3.