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 fn getShadowSampleCoord{i}(shadowTransform: mat4x4f, shadowParams: vec4f, worldPosition: vec3f, lightPos: vec3f, lightDir: ptr<function, vec3f>, lightDirNorm: vec3f, normal: vec3f) -> vec3f {\n\n var surfacePosition = worldPosition;\n\n #ifdef LIGHT{i}_SHADOW_SAMPLE_POINT\n #ifdef LIGHT{i}_SHADOW_SAMPLE_NORMAL_OFFSET\n let distScale: f32 = 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 var distScale: f32 = 1.0;\n #else\n var distScale: f32 = 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 // Use var for modification\n var positionInShadowSpace: vec4f = shadowTransform * vec4f(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.xyz / positionInShadowSpace.w;\n #else\n positionInShadowSpace.xy = 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\n surfacePosition = positionInShadowSpace.xyz;\n #endif\n\n return surfacePosition;\n }\n\n // shadow evaluation function\n fn getShadow{i}(lightDirW_in: vec3f) -> f32 {\n\n // directional shadow cascades\n #ifdef LIGHT{i}_SHADOW_CASCADES\n\n // select shadow cascade matrix\n var cascadeIndex: i32 = getShadowCascadeIndex(uniform.light{i}_shadowCascadeDistances, uniform.light{i}_shadowCascadeCount);\n\n #ifdef LIGHT{i}_SHADOW_CASCADE_BLEND\n cascadeIndex = ditherShadowCascadeIndex(cascadeIndex, uniform.light{i}_shadowCascadeDistances, uniform.light{i}_shadowCascadeCount, uniform.light{i}_shadowCascadeBlend);\n #endif\n\n var shadowMatrix: mat4x4f = uniform.light{i}_shadowMatrixPalette[cascadeIndex];\n\n #else\n\n var shadowMatrix: mat4x4f = uniform.light{i}_shadowMatrix;\n\n #endif\n\n var lightDirArg = lightDirW_in;\n\n #if LIGHT{i}TYPE == DIRECTIONAL\n // directional light does not have a position\n var shadowCoord: vec3f = getShadowSampleCoord{i}(shadowMatrix, uniform.light{i}_shadowParams, vPositionW, vec3f(0.0), &lightDirArg, dLightDirNormW, dVertexNormalW);\n #else\n var shadowCoord: vec3f = getShadowSampleCoord{i}(shadowMatrix, uniform.light{i}_shadowParams, vPositionW, uniform.light{i}_position, &lightDirArg, dLightDirNormW, dVertexNormalW);\n #endif\n\n\n // Fade directional shadow at the far distance\n #if LIGHT{i}TYPE == DIRECTIONAL\n shadowCoord = fadeShadow(shadowCoord, uniform.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(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, 5.54);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == VSM_32F\n return getShadowVSM32(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, 15.0);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n\n #if LIGHT{i}SHAPE != PUNCTUAL\n let shadowSearchArea = vec2f(length(uniform.light{i}_halfWidth), length(uniform.light{i}_halfHeight)) * uniform.light{i}_shadowSearchArea;\n return getShadowPCSS(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, uniform.light{i}_cameraParams, shadowSearchArea, lightDirW_in);\n #else\n return getShadowPCSS(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, uniform.light{i}_cameraParams, uniform.light{i}_softShadowParams, lightDirW_in);\n #endif\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowPCF1x1(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowPCF3x3(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF5_16F || LIGHT{i}SHADOWTYPE == PCF5_32F\n return getShadowPCF5x5(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.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(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, 5.54, lightDirW_in);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == VSM_32F\n return getShadowSpotVSM32(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, 15.0, lightDirW_in);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n\n #if LIGHT{i}SHAPE != PUNCTUAL\n var shadowSearchArea: vec2f = vec2f(length(uniform.light{i}_halfWidth), length(uniform.light{i}_halfHeight)) * uniform.light{i}_shadowSearchArea;\n #else\n var shadowSearchArea: vec2f = vec2f(uniform.light{i}_shadowSearchArea);\n #endif\n return getShadowSpotPCSS(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, uniform.light{i}_cameraParams, shadowSearchArea, lightDirW_in);\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowSpotPCF1x1(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowSpotPCF3x3(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF5_16F || LIGHT{i}SHADOWTYPE == PCF5_32F\n return getShadowSpotPCF5x5(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.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 var shadowSearchArea: vec2f; // Use var because assigned in if/else\n #if LIGHT{i}SHAPE != PUNCTUAL\n var shadowSearchArea: vec2f = vec2f(length(uniform.light{i}_halfWidth), length(uniform.light{i}_halfHeight)) * uniform.light{i}_shadowSearchArea;\n #else\n var shadowSearchArea: vec2f = vec2f(uniform.light{i}_shadowSearchArea);\n #endif\n\n return getShadowOmniPCSS(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, uniform.light{i}_cameraParams, shadowSearchArea, lightDirW_in);\n\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF1_16F || LIGHT{i}SHADOWTYPE == PCF1_32F\n return getShadowOmniPCF1x1(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, lightDirW_in);\n #endif\n\n #if LIGHT{i}SHADOWTYPE == PCF3_16F || LIGHT{i}SHADOWTYPE == PCF3_32F\n return getShadowOmniPCF3x3(light{i}_shadowMap, light{i}_shadowMapSampler, shadowCoord, uniform.light{i}_shadowParams, lightDirW_in);\n #endif\n\n #endif\n }\n\n#endif\n";
export default _default;