playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
82 lines (63 loc) • 3.51 kB
JavaScript
var shadowPCF3_default = (
/* wgsl */
`
// ----- Directional/Spot Sampling -----
fn _getShadowPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec3f) -> f32 {
let z: f32 = shadowCoord.z;
let uv: vec2f = shadowCoord.xy * shadowParams.x; // 1 unit - 1 texel
let shadowMapSizeInv: f32 = 1.0 / shadowParams.x;
let base_uv_temp: vec2f = floor(uv + 0.5);
let s: f32 = (uv.x + 0.5 - base_uv_temp.x);
let t: f32 = (uv.y + 0.5 - base_uv_temp.y);
let base_uv: vec2f = (base_uv_temp - vec2f(0.5)) * shadowMapSizeInv;
var sum: f32 = 0.0;
let uw0: f32 = (3.0 - 2.0 * s);
let uw1: f32 = (1.0 + 2.0 * s);
let u0_offset: f32 = (2.0 - s) / uw0 - 1.0;
let u1_offset: f32 = s / uw1 + 1.0;
let vw0: f32 = (3.0 - 2.0 * t);
let vw1: f32 = (1.0 + 2.0 * t);
let v0_offset: f32 = (2.0 - t) / vw0 - 1.0;
let v1_offset: f32 = t / vw1 + 1.0;
let u0: f32 = u0_offset * shadowMapSizeInv + base_uv.x;
let v0: f32 = v0_offset * shadowMapSizeInv + base_uv.y;
let u1: f32 = u1_offset * shadowMapSizeInv + base_uv.x;
let v1: f32 = v1_offset * shadowMapSizeInv + base_uv.y;
sum = sum + uw0 * vw0 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u0, v0), z);
sum = sum + uw1 * vw0 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u1, v0), z);
sum = sum + uw0 * vw1 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u0, v1), z);
sum = sum + uw1 * vw1 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u1, v1), z);
sum = sum * (1.0 / 16.0);
return sum;
}
fn getShadowPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 {
return _getShadowPCF3x3(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz);
}
fn getShadowSpotPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 {
return _getShadowPCF3x3(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz);
}
// ----- Omni Sampling -----
// Not currently supported on WebGPU device
// fn getShadowOmniPCF3x3(shadowMap: texture_depth_cube, shadowMapSampler: sampler_comparison, shadowParams: vec4f, dir: vec3f) -> f32 {
// // Calculate shadow depth from the light direction
// let shadowZ: f32 = length(dir) * shadowParams.w + shadowParams.z;
// // offset
// let texSize_i = textureDimensions(shadowMap, 0);
// let z: f32 = 1.0 / f32(texSize_i.x);
// let tc: vec3f = normalize(dir);
// // average 4 samples - not a strict 3x3 PCF but that's tricky with cubemaps
// var shadows: vec4f;
// shadows.x = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f( z, z, z), shadowZ);
// shadows.y = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f(-z, -z, z), shadowZ);
// shadows.z = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f(-z, z, -z), shadowZ);
// shadows.w = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f( z, -z, -z), shadowZ);
// return dot(shadows, vec4f(0.25));
// }
// fn getShadowOmniPCF3x3_Wrapper(shadowMap: texture_depth_cube, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f, lightDir: vec3f) -> f32 {
// return getShadowOmniPCF3x3(shadowMap, shadowMapSampler, shadowParams, lightDir);
// }
`
);
export {
shadowPCF3_default as default
};