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@animech-public/playcanvas

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var t="\nvec2 getCubemapFaceCoordinates(const vec3 dir, out float faceIndex, out vec2 tileOffset)\n{\n\tvec3 vAbs = abs(dir);\n\tfloat ma;\n\tvec2 uv;\n\tif (vAbs.z >= vAbs.x && vAbs.z >= vAbs.y) {\n\t\tfaceIndex = dir.z < 0.0 ? 5.0 : 4.0;\n\t\tma = 0.5 / vAbs.z;\n\t\tuv = vec2(dir.z < 0.0 ? -dir.x : dir.x, -dir.y);\n\t\ttileOffset.x = 2.0;\n\t\ttileOffset.y = dir.z < 0.0 ? 1.0 : 0.0;\n\t} else if(vAbs.y >= vAbs.x) {\n\t\tfaceIndex = dir.y < 0.0 ? 3.0 : 2.0;\n\t\tma = 0.5 / vAbs.y;\n\t\tuv = vec2(dir.x, dir.y < 0.0 ? -dir.z : dir.z);\n\t\ttileOffset.x = 1.0;\n\t\ttileOffset.y = dir.y < 0.0 ? 1.0 : 0.0;\n\t} else {\n\t\tfaceIndex = dir.x < 0.0 ? 1.0 : 0.0;\n\t\tma = 0.5 / vAbs.x;\n\t\tuv = vec2(dir.x < 0.0 ? dir.z : -dir.z, -dir.y);\n\t\ttileOffset.x = 0.0;\n\t\ttileOffset.y = dir.x < 0.0 ? 1.0 : 0.0;\n\t}\n\treturn uv * ma + 0.5;\n}\nvec2 getCubemapAtlasCoordinates(const vec3 omniAtlasViewport, float shadowEdgePixels, float shadowTextureResolution, const vec3 dir) {\n\tfloat faceIndex;\n\tvec2 tileOffset;\n\tvec2 uv = getCubemapFaceCoordinates(dir, faceIndex, tileOffset);\n\tfloat atlasFaceSize = omniAtlasViewport.z;\n\tfloat tileSize = shadowTextureResolution * atlasFaceSize;\n\tfloat offset = shadowEdgePixels / tileSize;\n\tuv = uv * vec2(1.0 - offset * 2.0) + vec2(offset * 1.0);\n\tuv *= atlasFaceSize;\n\tuv += tileOffset * atlasFaceSize;\n\tuv += omniAtlasViewport.xy;\n\treturn uv;\n}\n";export{t as default};