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@animech-public/playcanvas

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var shadowEVSMPS = ` float VSM$(TEXTURE_ACCEPT(tex), vec2 texCoords, float resolution, float Z, float vsmBias, float exponent) { vec3 moments = texture2D(tex, texCoords).xyz; return calculateEVSM(moments, Z, vsmBias, exponent); } float getShadowVSM$(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams, float exponent, vec3 lightDir) { return VSM$(TEXTURE_PASS(shadowMap), shadowCoord.xy, shadowParams.x, shadowCoord.z, shadowParams.y, exponent); } float getShadowSpotVSM$(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams, float exponent, vec3 lightDir) { return VSM$(TEXTURE_PASS(shadowMap), shadowCoord.xy, shadowParams.x, length(lightDir) * shadowParams.w + shadowParams.z, shadowParams.y, exponent); } `; export { shadowEVSMPS as default };