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playcanvas

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PlayCanvas WebGL game engine

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var shadowCascadesPS = /* glsl */ ` // function which selects a shadow projection matrix index based on cascade distances int getShadowCascadeIndex(vec4 shadowCascadeDistances, int shadowCascadeCount) { // depth in 0 .. far plane range float depth = 1.0 / gl_FragCoord.w; // 1.0 if depth >= distance, 0.0 otherwise vec4 comparisons = step(shadowCascadeDistances, vec4(depth)); // sum is the index int cascadeIndex = int(dot(comparisons, vec4(1.0))); // limit to actual number of used cascades return min(cascadeIndex, shadowCascadeCount - 1); } // function which modifies cascade index to dither between cascades int ditherShadowCascadeIndex(int cascadeIndex, vec4 shadowCascadeDistances, int shadowCascadeCount, float blendFactor) { if (cascadeIndex < shadowCascadeCount - 1) { float currentRangeEnd = shadowCascadeDistances[cascadeIndex]; float transitionStart = blendFactor * currentRangeEnd; // Start overlap factor away from the end distance float depth = 1.0 / gl_FragCoord.w; if (depth > transitionStart) { // Calculate a transition factor (0.0 to 1.0) within the overlap range float transitionFactor = smoothstep(transitionStart, currentRangeEnd, depth); // Add pseudo-random dithering // TODO: replace by user selectable dithering method float dither = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453); if (dither < transitionFactor) { cascadeIndex += 1; } } } return cascadeIndex; } vec3 fadeShadow(vec3 shadowCoord, vec4 shadowCascadeDistances) { // if the pixel is past the shadow distance, remove shadow // this enforces straight line instead of corner of shadow which moves when camera rotates float depth = 1.0 / gl_FragCoord.w; if (depth > shadowCascadeDistances.w) { shadowCoord.z = -9999999.0; } return shadowCoord; } `; export { shadowCascadesPS as default };