@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
2 lines (1 loc) • 1.04 kB
JavaScript
var e="\nfloat linstep(float a, float b, float v) {\n\treturn saturate((v - a) / (b - a));\n}\nfloat reduceLightBleeding(float pMax, float amount) {\n\t return linstep(amount, 1.0, pMax);\n}\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance, float lightBleedingReduction) {\n\tfloat variance = moments.y - (moments.x * moments.x);\n\tvariance = max(variance, minVariance);\n\tfloat d = mean - moments.x;\n\tfloat pMax = variance / (variance + (d * d));\n\tpMax = reduceLightBleeding(pMax, lightBleedingReduction);\n\treturn (mean <= moments.x ? 1.0 : pMax);\n}\nfloat calculateEVSM(vec3 moments, float Z, float vsmBias, float exponent) {\n\tZ = 2.0 * Z - 1.0;\n\tfloat warpedDepth = exp(exponent * Z);\n\tmoments.xy += vec2(warpedDepth, warpedDepth*warpedDepth) * (1.0 - moments.z);\n\tfloat VSMBias = vsmBias;\n\tfloat depthScale = VSMBias * exponent * warpedDepth;\n\tfloat minVariance1 = depthScale * depthScale;\n\treturn chebyshevUpperBound(moments.xy, warpedDepth, minVariance1, 0.1);\n}\n";export{e as default};