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playcanvas

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PlayCanvas WebGL game engine

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var shadowVSM_commonPS = "\nfloat linstep(float a, float b, float v) {\n return saturate((v - a) / (b - a));\n}\nfloat reduceLightBleeding(float pMax, float amount) {\n return linstep(amount, 1.0, pMax);\n}\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance, float lightBleedingReduction) {\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, minVariance);\n float d = mean - moments.x;\n float pMax = variance / (variance + (d * d));\n pMax = reduceLightBleeding(pMax, lightBleedingReduction);\n return (mean <= moments.x ? 1.0 : pMax);\n}\nfloat calculateEVSM(vec3 moments, float Z, float vsmBias, float exponent) {\n Z = 2.0 * Z - 1.0;\n float warpedDepth = exp(exponent * Z);\n moments.xy += vec2(warpedDepth, warpedDepth*warpedDepth) * (1.0 - moments.z);\n float VSMBias = vsmBias;\n float depthScale = VSMBias * exponent * warpedDepth;\n float minVariance1 = depthScale * depthScale;\n return chebyshevUpperBound(moments.xy, warpedDepth, minVariance1, 0.1);\n}\n"; export { shadowVSM_commonPS as default };