playcanvas
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PlayCanvas WebGL game engine
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TypeScript
declare const _default: "\n\n// shadow casting functionality\n#ifdef LIGHT{i}CASTSHADOW\n\n // generate shadow coordinates function, based on per light defines:\n // - _SHADOW_SAMPLE_NORMAL_OFFSET\n // - _SHADOW_SAMPLE_ORTHO\n // - _SHADOW_SAMPLE_POINT\n // - _SHADOW_SAMPLE_SOURCE_ZBUFFER\n vec3 getShadowSampleCoord{i}(mat4 shadowTransform, vec4 shadowParams, vec3 worldPosition, vec3 lightPos, inout vec3 lightDir, vec3 lightDirNorm, vec3 normal) {\n\n vec3 surfacePosition = worldPosition;\n\n #ifdef LIGHT{i}_SHADOW_SAMPLE_POINT\n #ifdef LIGHT{i}_SHADOW_SAMPLE_NORMAL_OFFSET\n float distScale = length(lightDir);\n surfacePosition = surfacePosition + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale;\n lightDir = surfacePosition - lightPos;\n return lightDir;\n #endif\n #else\n #ifdef LIGHT{i}_SHADOW_SAMPLE_SOURCE_ZBUFFER\n #ifdef LIGHT{i}_SHADOW_SAMPLE_NORMAL_OFFSET\n surfacePosition = surfacePosition + normal * shadowParams.y;\n #endif\n #else\n #ifdef LIGHT{i}_SHADOW_SAMPLE_NORMAL_OFFSET\n #ifdef LIGHT{i}_SHADOW_SAMPLE_ORTHO\n float distScale = 1.0;\n #else\n float distScale = abs(dot(vPositionW - lightPos, lightDirNorm));\n #endif\n surfacePosition = surfacePosition + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale;\n #endif\n #endif\n\n vec4 positionInShadowSpace = shadowTransform * vec4(surfacePosition, 1.0);\n #ifdef LIGHT{i}_SHADOW_SAMPLE_ORTHO\n positionInShadowSpace.z = saturate(positionInShadowSpace.z) - 0.0001;\n #else\n #ifdef LIGHT{i}_SHADOW_SAMPLE_SOURCE_ZBUFFER\n positionInShadowSpace.xyz /= positionInShadowSpace.w;\n #else\n positionInShadowSpace.xy /= positionInShadowSpace.w;\n positionInShadowSpace.z = length(lightDir) * shadowParams.w;\n #endif\n #endif\n\n // this is currently unused\n /*#ifdef SHADOW_SAMPLE_Z_BIAS\n positionInShadowSpace.z += getShadowBias(shadowParams.x, shadowParams.z);\n #endif*/\n surfacePosition = positionInShadowSpace.xyz;\n #endif\n\n return surfacePosition;\n }\n\n // shadow evaluation function\n float getShadow{i}(vec3 lightDirW) {\n\n // directional shadow cascades\n #ifdef LIGHT{i}_SHADOW_CASCADES\n\n // select shadow cascade matrix\n int cascadeIndex = getShadowCascadeIndex(light{i}_shadowCascadeDistances, light{i}_shadowCascadeCount);\n\n #ifdef LIGHT{i}_SHADOW_CASCADE_BLEND\n cascadeIndex = ditherShadowCascadeIndex(cascadeIndex, light{i}_shadowCascadeDistances, light{i}_shadowCascadeCount, light{i}_shadowCascadeBlend);\n #endif\n\n mat4 shadowMatrix = light{i}_shadowMatrixPalette[cascadeIndex];\n\n #else\n\n mat4 shadowMatrix = light{i}_shadowMatrix;\n\n #endif\n\n #if LIGHT{i}TYPE == DIRECTIONAL\n // directional light does not have a position\n vec3 shadowCoord = getShadowSampleCoord{i}(shadowMatrix, light{i}_shadowParams, vPositionW, vec3(0.0), lightDirW, dLightDirNormW, dVertexNormalW);\n #else\n vec3 shadowCoord = getShadowSampleCoord{i}(shadowMatrix, light{i}_shadowParams, vPositionW, light{i}_position, lightDirW, dLightDirNormW, dVertexNormalW);\n #endif\n\n // Fade directional shadow at the far distance\n #if LIGHT{i}TYPE == DIRECTIONAL\n shadowCoord = fadeShadow(shadowCoord, light{i}_shadowCascadeDistances);\n #endif\n\n // ----- sample the shadow -----\n\n #if LIGHT{i}TYPE == DIRECTIONAL // ----- directional light -----\n\n #if LIGHT{i}SHADOWTYPE == VSM_16F\n return getShadowVSM16(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, 5.54);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == VSM_32F\n return getShadowVSM32(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, 15.0);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n\n #if LIGHT{i}SHAPE != PUNCTUAL\n vec2 shadowSearchArea = vec2(length(light{i}_halfWidth), length(light{i}_halfHeight)) * light{i}_shadowSearchArea;\n return getShadowPCSS(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, light{i}_cameraParams, shadowSearchArea, lightDirW);\n #else\n return getShadowPCSS(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, light{i}_cameraParams, light{i}_softShadowParams, lightDirW);\n #endif\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowPCF1x1(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowPCF3x3(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF5_16F || LIGHT{i}SHADOWTYPE == PCF5_32F\n return getShadowPCF5x5(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #endif\n\n\n #if LIGHT{i}TYPE == SPOT // ----- spot light -----\n\n #if LIGHT{i}SHADOWTYPE == VSM_16F\n return getShadowSpotVSM16(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, 5.54, lightDirW);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == VSM_32F\n return getShadowSpotVSM32(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, 15.0, lightDirW);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n\n #if LIGHT{i}SHAPE != PUNCTUAL\n vec2 shadowSearchArea = vec2(length(light{i}_halfWidth), length(light{i}_halfHeight)) * light{i}_shadowSearchArea;\n #else\n vec2 shadowSearchArea = vec2(light{i}_shadowSearchArea);\n #endif\n\n return getShadowSpotPCSS(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, light{i}_cameraParams, shadowSearchArea, lightDirW);\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowSpotPCF1x1(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowSpotPCF3x3(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF5_16F || LIGHT{i}SHADOWTYPE == PCF5_32F\n return getShadowSpotPCF5x5(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams);\n #endif\n\n #endif\n\n\n #if LIGHT{i}TYPE == OMNI // ----- omni light -----\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n\n #if LIGHT{i}SHAPE != PUNCTUAL\n vec2 shadowSearchArea = vec2(length(light{i}_halfWidth), length(light{i}_halfHeight)) * light{i}_shadowSearchArea;\n #else\n vec2 shadowSearchArea = vec2(light{i}_shadowSearchArea);\n #endif\n\n return getShadowOmniPCSS(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, light{i}_cameraParams, shadowSearchArea, lightDirW);\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowOmniPCF1x1(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, lightDirW);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowOmniPCF3x3(SHADOWMAP_PASS(light{i}_shadowMap), shadowCoord, light{i}_shadowParams, lightDirW);\n #endif\n\n #endif\n }\n\n#endif\n";
export default _default;