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@babylonjs/viewer

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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.

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import{S as e}from"./index-BPURObVq.esm.min.js";const o="lightFragmentDeclaration",t="#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X};\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef AREALIGHT{X}\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#ifdef RECTAREALIGHTEMISSIONTEXTURE{X}\nuniform sampler2D rectAreaLightEmissionTexture{X};\n#endif\n#endif\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#endif\n";e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=t);const a={name:o,shader:t},i="lightUboDeclaration",n="#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef RECTAREALIGHTEMISSIONTEXTURE{X}\nuniform sampler2D rectAreaLightEmissionTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n";e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=n);const r={name:i,shader:n},s="ltcHelperFunctions",c="vec2 LTCUv( const in vec3 N,const in vec3 V,const in float roughness ) {const float LUTSIZE=64.0;const float LUTSCALE=( LUTSIZE-1.0 )/LUTSIZE;const float LUTBIAS=0.5/LUTSIZE;float dotNV=saturate( dot( N,V ) );vec2 uv=vec2( roughness,sqrt( 1.0-dotNV ) );uv=uv*LUTSCALE+LUTBIAS;return uv;}\nfloat LTCClippedSphereFormFactor( const in vec3 f ) {float l=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}\nvec3 LTCEdgeVectorFormFactor( const in vec3 v1,const in vec3 v2 ) {float x=dot( v1,v2 );float y=abs( x );float a=0.8543985+( 0.4965155+0.0145206*y )*y;float b=3.4175940+( 4.1616724+y )*y;float v=a/b;float thetaSintheta=0.0;if( x>0.0 )\n{thetaSintheta=v;}\nelse\n{thetaSintheta=0.5*inversesqrt( max( 1.0-x*x,1e-7 ) )-v;}\nreturn cross( v1,v2 )*thetaSintheta;}\nvec3 LTCEvaluate( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ] ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 ); \nmat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result );}\nvec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered,vec3 p1_,vec3 p2_,vec3 p3_,vec3 p4_)\n{vec3 V1=p2_-p1_;vec3 V2=p4_-p1_;vec3 planeOrtho=(cross(V1,V2));float planeAreaSquared=dot(planeOrtho,planeOrtho);float planeDistxPlaneArea=dot(planeOrtho,p1_);vec3 P=planeDistxPlaneArea*planeOrtho/planeAreaSquared-p1_;float dot_V1_V2=dot(V1,V2);float inv_dot_V1_V1=1.0/dot(V1,V1);vec3 V2_=V2-V1*dot_V1_V2*inv_dot_V1_V1;vec2 Puv;Puv.y=dot(V2_,P)/dot(V2_,V2_);Puv.x=dot(V1,P)*inv_dot_V1_V1-dot_V1_V2*inv_dot_V1_V1*Puv.y ;float d=abs(planeDistxPlaneArea)/pow(planeAreaSquared,0.75);float sampleLOD=log(2048.0*d)/log(3.0);vec2 sampleUV=vec2(0.125,0.125)+(vec2(0.75)*Puv);sampleUV.x=1.0-sampleUV.x;return texture2DLodEXT(texLightFiltered,sampleUV,sampleLOD).rgb;}\nvec3 LTCEvaluateWithEmission( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ],const in sampler2D texFilteredMap ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 ); \nmat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );vec3 textureLight=FetchDiffuseFilteredTexture(texFilteredMap,coords[0],coords[1],coords[2],coords[3]);coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result )*textureLight;}\nstruct areaLightData\n{vec3 Diffuse;vec3 Specular;vec4 Fresnel;};\n#define inline\nareaLightData computeAreaLightSpecularDiffuseFresnel(const in sampler2D ltc1,const in sampler2D ltc2,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness) \n{areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight; \nrectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;\n#ifdef SPECULARTERM\nvec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(\nvec3( t1.x,0,t1.y ),\nvec3( 0,1, 0 ),\nvec3( t1.z,0,t1.w )\n);result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords );result.Fresnel=t2;\n#endif\nresult.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}\n#define inline\nareaLightData computeAreaLightSpecularDiffuseFresnelWithEmission(const in sampler2D ltc1,const in sampler2D ltc2,const in sampler2D texFilteredMap,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness) \n{areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight; \nrectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;\n#ifdef SPECULARTERM\nvec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(\nvec3( t1.x,0,t1.y ),\nvec3( 0,1, 0 ),\nvec3( t1.z,0,t1.w )\n);result.Specular=LTCEvaluateWithEmission( normal,viewDir,position,mInv,rectCoords,texFilteredMap );result.Fresnel=t2;\n#endif\nresult.Diffuse=LTCEvaluateWithEmission( normal,viewDir,position,mat3( 1.0 ),rectCoords,texFilteredMap );return result;}";e.IncludesShadersStore[s]||(e.IncludesShadersStore[s]=c);const l={name:s,shader:c},v="shadowsFragmentFunctions",d="#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\n#define inline\nfloat computeShadowCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;float visibility=1.;vec3 poissonDisk[4];poissonDisk[0]=vec3(-1.0,1.0,-1.0);poissonDisk[1]=vec3(1.0,-1.0,-1.0);poissonDisk[2]=vec3(-1.0,-1.0,-1.0);poissonDisk[3]=vec3(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);}\n#define inline\nfloat computeShadowWithESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\n#define inline\nfloat computeShadowWithCloseESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);vec3 uvLayer=vec3(uv.x,uv.y,layer);float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\n#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);float visibility=1.;vec2 poissonDisk[4];poissonDisk[0]=vec2(-0.94201624,-0.39906216);poissonDisk[1]=vec2(0.94558609,-0.76890725);poissonDisk[2]=vec2(-0.094184101,-0.92938870);poissonDisk[3]=vec2(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\n#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define SMALLEST_ABOVE_ZERO 1.1754943508e-38\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define DISABLE_UNIFORMITY_ANALYSIS\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.)\n);const vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}\nelse\n{return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nif (numBlocker<1.0) {return 1.0;}\nelse\n{float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec3 offset=poissonSamplers[i];offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}}\n#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\n#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n#endif\n";e.IncludesShadersStore[v]||(e.IncludesShadersStore[v]=d);const h={name:v,shader:d};export{r as a,l as b,a as l,h as s}; //# sourceMappingURL=shadowsFragmentFunctions-CnUZhkKO.esm.min.js.map