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playcanvas

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PlayCanvas WebGL game engine

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var shadowPCF3PS = /* glsl */ ` // ----- Directional/Spot Sampling ----- fn _getShadowPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec3f) -> f32 { let z: f32 = shadowCoord.z; let uv: vec2f = shadowCoord.xy * shadowParams.x; // 1 unit - 1 texel 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; var sum: f32 = 0.0; let uw0: f32 = (3.0 - 2.0 * s); let uw1: f32 = (1.0 + 2.0 * s); let u0_offset: f32 = (2.0 - s) / uw0 - 1.0; let u1_offset: f32 = s / uw1 + 1.0; let vw0: f32 = (3.0 - 2.0 * t); let vw1: f32 = (1.0 + 2.0 * t); let v0_offset: f32 = (2.0 - t) / vw0 - 1.0; let v1_offset: f32 = t / vw1 + 1.0; 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; sum = sum + uw0 * vw0 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u0, v0), z); sum = sum + uw1 * vw0 * textureSampleCompareLevel(shadowMap, shadowMapSampler, vec2f(u1, 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 * (1.0 / 16.0); return sum; } fn getShadowPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 { return _getShadowPCF3x3(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz); } fn getShadowSpotPCF3x3(shadowMap: texture_depth_2d, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f) -> f32 { return _getShadowPCF3x3(shadowMap, shadowMapSampler, shadowCoord, shadowParams.xyz); } // ----- Omni Sampling ----- // Not currently supported on WebGPU device // fn getShadowOmniPCF3x3(shadowMap: texture_depth_cube, shadowMapSampler: sampler_comparison, shadowParams: vec4f, dir: vec3f) -> f32 { // // Calculate shadow depth from the light direction // let shadowZ: f32 = length(dir) * shadowParams.w + shadowParams.z; // // offset // let texSize_i = textureDimensions(shadowMap, 0); // let z: f32 = 1.0 / f32(texSize_i.x); // let tc: vec3f = normalize(dir); // // average 4 samples - not a strict 3x3 PCF but that's tricky with cubemaps // var shadows: vec4f; // shadows.x = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f( z, z, z), shadowZ); // shadows.y = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f(-z, -z, z), shadowZ); // shadows.z = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f(-z, z, -z), shadowZ); // shadows.w = textureSampleCompareLevel(shadowMap, shadowMapSampler, tc + vec3f( z, -z, -z), shadowZ); // return dot(shadows, vec4f(0.25)); // } // fn getShadowOmniPCF3x3_Wrapper(shadowMap: texture_depth_cube, shadowMapSampler: sampler_comparison, shadowCoord: vec3f, shadowParams: vec4f, lightDir: vec3f) -> f32 { // return getShadowOmniPCF3x3(shadowMap, shadowMapSampler, shadowParams, lightDir); // } `; export { shadowPCF3PS as default };