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gpu-curtains

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gpu-curtains is a 3D WebGPU rendering engine. It can be used as a standalone 3D engine, but also includes extra classes focused on mapping 3d objects to DOM elements; It allows users to synchronize values such as position, sizing, or scale between them.

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import { declareAttributesVars } from "../../chunks/vertex/body/declare-attributes-vars.mjs"; import { getVertexTransformedPositionNormal } from "../../chunks/vertex/body/get-vertex-transformed-position-normal.mjs"; //#region src/core/shaders/full/vertex/get-default-point-shadow-depth-vertex-shader-code.ts /** * Get {@link core/lights/PointLight.PointLight | PointLight} shadow map pass vertex shader. * @param lightIndex - Index of the {@link core/lights/PointLight.PointLight | PointLight} for which to render the depth pass. * @param parameters - {@link VertexShaderInputParams} used to compute the output `worldPosition` and `normal` vectors. */ const getDefaultPointShadowDepthVs = (lightIndex = 0, { bindings = [], geometry }) => ` struct PointShadowVSOutput { @builtin(position) position: vec4f, @location(0) worldPosition: vec3f, } @vertex fn main( attributes: Attributes, ) -> PointShadowVSOutput { var pointShadowVSOutput: PointShadowVSOutput; let pointShadow: PointShadowsElement = pointShadows.pointShadowsElements[${lightIndex}]; ${declareAttributesVars({ geometry })} ${getVertexTransformedPositionNormal({ bindings, geometry })} let worldPos = worldPosition.xyz / worldPosition.w; // TODO accessing viewMatrices from our pointShadow reference makes Firefox bug?! // let viewMatrix: mat4x4f = pointShadow.viewMatrices[cubeFace.face]; // we need to access it directly instead! let viewMatrix: mat4x4f = pointShadows.pointShadowsElements[${lightIndex}].viewMatrices[cubeFace.face]; // shadows calculations in view space instead of world space // prevents world-space scaling issues for normal bias var shadowViewPos: vec3f = (viewMatrix * worldPosition).xyz; let lightViewPos: vec3f = (viewMatrix * vec4(pointShadow.position, 1.0)).xyz; // Transform normal into shadow view space let shadowNormal: vec3f = normalize((viewMatrix * vec4(normal, 0.0)).xyz); // Compute light direction in shadow space let lightDirection: vec3f = normalize(lightViewPos - shadowViewPos); let NdotL: f32 = dot(shadowNormal, lightDirection); let sinNdotL = sqrt(1.0 - NdotL * NdotL); let normalBias: f32 = pointShadow.normalBias * sinNdotL; // Apply bias in shadow view space shadowViewPos -= shadowNormal * normalBias; pointShadowVSOutput.position = pointShadow.projectionMatrix * vec4(shadowViewPos, 1.0); pointShadowVSOutput.worldPosition = worldPos; return pointShadowVSOutput; }`; //#endregion export { getDefaultPointShadowDepthVs };