How to use glPolygonOffset inside fragmentShader to reduce z-fighting

Hey, I have read this post and can confirm that glPolygonOffset is supported (console.log(viewer.scene.shadowMap._polygonOffsetSupported) --> true). I think changing the light type from “pointlight” to “spotlight” might be a solution for my problem. But when I set the “isPointLight” parameter to false, no shadows are generated at all.
This is how i initialize my ShadowMap:
this.shadowMap = new Cesium.ShadowMap({ // @ts-ignore context: this.viewer.scene.context, lightCamera: this.lightCamera, enabled: true, isPointLight: true, pointLightRadius: this.visibilityRadius, maximumDistance: 200, size: 8092, softShadows: false, normalOffset: false, fromLightSource: false });

I am running on a windows computer with a Chrome browser (version 83). But I am also facing z-fighting when testing with Firefox, Edge or Internet Explorer.