three
Version:
JavaScript 3D library
64 lines (37 loc) • 1.38 kB
JavaScript
export default /* glsl */`
float getShadowMask() {
float shadow = 1.0;
DirectionalLight directionalLight;
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
}
SpotLight spotLight;
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
spotLight = spotLights[ i ];
shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
}
PointLight pointLight;
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
pointLight = pointLights[ i ];
shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
}
/*
#if NUM_RECT_AREA_LIGHTS > 0
// TODO (abelnation): update shadow for Area light
#endif
*/
return shadow;
}
`;