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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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