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playcanvas

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

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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 };