@animech-public/playcanvas
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PlayCanvas WebGL game engine
2 lines (1 loc) • 2.09 kB
JavaScript
var a="\nfloat _getShadowPCF5x5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec3 shadowParams) {\n\tfloat z = shadowCoord.z;\n\tvec2 uv = shadowCoord.xy * shadowParams.x;\n\tfloat shadowMapSizeInv = 1.0 / shadowParams.x;\n\tvec2 base_uv = floor(uv + 0.5);\n\tfloat s = (uv.x + 0.5 - base_uv.x);\n\tfloat t = (uv.y + 0.5 - base_uv.y);\n\tbase_uv -= vec2(0.5);\n\tbase_uv *= shadowMapSizeInv;\n\tfloat uw0 = (4.0 - 3.0 * s);\n\tfloat uw1 = 7.0;\n\tfloat uw2 = (1.0 + 3.0 * s);\n\tfloat u0 = (3.0 - 2.0 * s) / uw0 - 2.0;\n\tfloat u1 = (3.0 + s) / uw1;\n\tfloat u2 = s / uw2 + 2.0;\n\tfloat vw0 = (4.0 - 3.0 * t);\n\tfloat vw1 = 7.0;\n\tfloat vw2 = (1.0 + 3.0 * t);\n\tfloat v0 = (3.0 - 2.0 * t) / vw0 - 2.0;\n\tfloat v1 = (3.0 + t) / vw1;\n\tfloat v2 = t / vw2 + 2.0;\n\tfloat sum = 0.0;\n\tu0 = u0 * shadowMapSizeInv + base_uv.x;\n\tv0 = v0 * shadowMapSizeInv + base_uv.y;\n\tu1 = u1 * shadowMapSizeInv + base_uv.x;\n\tv1 = v1 * shadowMapSizeInv + base_uv.y;\n\tu2 = u2 * shadowMapSizeInv + base_uv.x;\n\tv2 = v2 * shadowMapSizeInv + base_uv.y;\n\tsum += uw0 * vw0 * textureShadow(shadowMap, vec3(u0, v0, z));\n\tsum += uw1 * vw0 * textureShadow(shadowMap, vec3(u1, v0, z));\n\tsum += uw2 * vw0 * textureShadow(shadowMap, vec3(u2, v0, z));\n\tsum += uw0 * vw1 * textureShadow(shadowMap, vec3(u0, v1, z));\n\tsum += uw1 * vw1 * textureShadow(shadowMap, vec3(u1, v1, z));\n\tsum += uw2 * vw1 * textureShadow(shadowMap, vec3(u2, v1, z));\n\tsum += uw0 * vw2 * textureShadow(shadowMap, vec3(u0, v2, z));\n\tsum += uw1 * vw2 * textureShadow(shadowMap, vec3(u1, v2, z));\n\tsum += uw2 * vw2 * textureShadow(shadowMap, vec3(u2, v2, z));\n\tsum *= 1.0f / 144.0;\n\tsum = saturate(sum);\n\treturn sum;\n}\nfloat getShadowPCF5x5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n\treturn _getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams.xyz);\n}\nfloat getShadowSpotPCF5x5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n\treturn _getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams.xyz);\n}\n";export{a as default};