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@animech-public/playcanvas

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var a="\nfloat calculateVSM8(vec3 moments, float Z, float vsmBias) {\n\tfloat VSMBias = vsmBias;\n\tfloat depthScale = VSMBias * Z;\n\tfloat minVariance1 = depthScale * depthScale;\n\treturn chebyshevUpperBound(moments.xy, Z, minVariance1, 0.1);\n}\nfloat decodeFloatRG(vec2 rg) {\n\treturn rg.y*(1.0/255.0) + rg.x;\n}\nfloat VSM8(TEXTURE_ACCEPT(tex), vec2 texCoords, float resolution, float Z, float vsmBias, float exponent) {\n\tvec4 c = texture2D(tex, texCoords);\n\tvec3 moments = vec3(decodeFloatRG(c.xy), decodeFloatRG(c.zw), 0.0);\n\treturn calculateVSM8(moments, Z, vsmBias);\n}\nfloat getShadowVSM8(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams, float exponent, vec3 lightDir) {\n\treturn VSM8(TEXTURE_PASS(shadowMap), shadowCoord.xy, shadowParams.x, shadowCoord.z, shadowParams.y, 0.0);\n}\nfloat getShadowSpotVSM8(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams, float exponent, vec3 lightDir) {\n\treturn VSM8(TEXTURE_PASS(shadowMap), shadowCoord.xy, shadowParams.x, length(lightDir) * shadowParams.w + shadowParams.z, shadowParams.y, 0.0);\n}\n";export{a as default};