@animech-public/playcanvas
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PlayCanvas WebGL game engine
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JavaScript
var a="\nvoid _getShadowCoordPerspZbuffer(mat4 shadowMatrix, vec4 shadowParams, vec3 wPos) {\n\tvec4 projPos = shadowMatrix * vec4(wPos, 1.0);\n\tprojPos.xyz /= projPos.w;\n\tdShadowCoord = projPos.xyz;\n}\nvoid getShadowCoordPerspZbufferNormalOffset(mat4 shadowMatrix, vec4 shadowParams, vec3 normal) {\n\tvec3 wPos = vPositionW + normal * shadowParams.y;\n\t_getShadowCoordPerspZbuffer(shadowMatrix, shadowParams, wPos);\n}\nvec3 normalOffsetPointShadow(vec4 shadowParams, vec3 lightPos, inout vec3 lightDir, vec3 lightDirNorm, vec3 normal) {\n\tfloat distScale = length(lightDir);\n\tvec3 wPos = vPositionW + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale;\n\tvec3 dir = wPos - lightPos;\n\treturn dir;\n}\n#ifdef GL2\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\tfloat getShadowOmniClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\treturn textureShadow(shadowMap, vec3(uv, shadowZ));\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\tfloat getShadowOmniClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\tvec3 shadowCoord = vec3(uv, shadowZ);\n\t\treturn getShadowPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\tfloat getShadowOmniClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\tvec3 shadowCoord = vec3(uv, shadowZ);\n\t\treturn getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n\t}\n\t#endif\n#else\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\tfloat getShadowOmniClusteredPCF1(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat depth = unpackFloat(textureShadow(shadowMap, uv));\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\treturn depth > shadowZ ? 1.0 : 0.0;\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\tfloat getShadowOmniClusteredPCF3(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\tvec3 shadowCoord = vec3(uv, shadowZ);\n\t\treturn getShadowPCF3x3(shadowMap, shadowCoord, shadowParams);\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\tfloat getShadowOmniClusteredPCF5(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\t\tfloat shadowTextureResolution = shadowParams.x;\n\t\tvec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\t\tfloat shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n\t\tvec3 shadowCoord = vec3(uv, shadowZ);\n\t\treturn getShadowPCF3x3(shadowMap, shadowCoord, shadowParams);\n\t}\n\t#endif\n#endif\n#ifdef GL2\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\tfloat getShadowSpotClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n\t\treturn textureShadow(shadowMap, shadowCoord);\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\tfloat getShadowSpotClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n\t\treturn getShadowSpotPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\tfloat getShadowSpotClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n\t\treturn getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n\t}\n\t#endif\n#else\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\tfloat getShadowSpotClusteredPCF1(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n\t\tfloat depth = unpackFloat(textureShadow(shadowMap, shadowCoord.xy));\n\t\treturn depth > shadowCoord.z ? 1.0 : 0.0;\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\tfloat getShadowSpotClusteredPCF3(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n\t\treturn getShadowSpotPCF3x3(shadowMap, shadowCoord, shadowParams);\n\t}\n\t#endif\n\t#if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\tfloat getShadowSpotClusteredPCF5(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n\t\treturn getShadowSpotPCF3x3(shadowMap, shadowCoord, shadowParams);\n\t}\n\t#endif\n#endif\n";export{a as default};