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playcanvas

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PlayCanvas WebGL game engine

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var clusteredLightShadowsPS = ` vec3 _getShadowCoordPerspZbuffer(mat4 shadowMatrix, vec4 shadowParams, vec3 wPos) { vec4 projPos = shadowMatrix * vec4(wPos, 1.0); projPos.xyz /= projPos.w; return projPos.xyz; } vec3 getShadowCoordPerspZbufferNormalOffset(mat4 shadowMatrix, vec4 shadowParams, vec3 normal) { vec3 wPos = vPositionW + normal * shadowParams.y; return _getShadowCoordPerspZbuffer(shadowMatrix, shadowParams, wPos); } vec3 normalOffsetPointShadow(vec4 shadowParams, vec3 lightPos, vec3 lightDir, vec3 lightDirNorm, vec3 normal) { float distScale = length(lightDir); vec3 wPos = vPositionW + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale; vec3 dir = wPos - lightPos; return dir; } #if defined(CLUSTER_SHADOW_TYPE_PCF1) float getShadowOmniClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) { float shadowTextureResolution = shadowParams.x; vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir); float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z; return textureShadow(shadowMap, vec3(uv, shadowZ)); } #endif #if defined(CLUSTER_SHADOW_TYPE_PCF3) float getShadowOmniClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) { float shadowTextureResolution = shadowParams.x; vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir); float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z; vec3 shadowCoord = vec3(uv, shadowZ); return getShadowPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams); } #endif #if defined(CLUSTER_SHADOW_TYPE_PCF5) float getShadowOmniClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) { float shadowTextureResolution = shadowParams.x; vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir); float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z; vec3 shadowCoord = vec3(uv, shadowZ); return getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams); } #endif #if defined(CLUSTER_SHADOW_TYPE_PCF1) float getShadowSpotClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) { return textureShadow(shadowMap, shadowCoord); } #endif #if defined(CLUSTER_SHADOW_TYPE_PCF3) float getShadowSpotClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) { return getShadowSpotPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams); } #endif #if defined(CLUSTER_SHADOW_TYPE_PCF5) float getShadowSpotClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) { return getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams); } #endif `; export { clusteredLightShadowsPS as default };