playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
52 lines (51 loc) • 2.74 kB
JavaScript
var shadowPCF5_default = `
fn _getShadowPCF5x5(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec3f) -> f32 {
let z: f32 = shadowCoord.z;
let uv: vec2f = shadowCoord.xy * shadowParams.x;
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;
let uw0: f32 = (4.0 - 3.0 * s);
let uw1: f32 = 7.0;
let uw2: f32 = (1.0 + 3.0 * s);
let u0_offset: f32 = (3.0 - 2.0 * s) / uw0 - 2.0;
let u1_offset: f32 = (3.0 + s) / uw1;
let u2_offset: f32 = s / uw2 + 2.0;
let vw0: f32 = (4.0 - 3.0 * t);
let vw1: f32 = 7.0;
let vw2: f32 = (1.0 + 3.0 * t);
let v0_offset: f32 = (3.0 - 2.0 * t) / vw0 - 2.0;
let v1_offset: f32 = (3.0 + t) / vw1;
let v2_offset: f32 = t / vw2 + 2.0;
var sum: f32 = 0.0;
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;
let u2: f32 = u2_offset * shadowMapSizeInv + base_uv.x;
let v2: f32 = v2_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 + uw2 * vw0 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u2, 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 + uw2 * vw1 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u2, v1), z);
sum = sum + uw0 * vw2 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u0, v2), z);
sum = sum + uw1 * vw2 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u1, v2), z);
sum = sum + uw2 * vw2 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u2, v2), z);
sum = sum * (1.0 / 144.0);
sum = saturate(sum);
return sum;
}
fn getShadowPCF5x5(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 {
return _getShadowPCF5x5(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz);
}
fn getShadowSpotPCF5x5(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 {
return _getShadowPCF5x5(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz);
}
`;
export {
shadowPCF5_default as default
};