three
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JavaScript 3D library
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JavaScript
import { float, vec2, If, Fn } from '../tsl/TSLBase.js';
import { reference } from '../accessors/ReferenceNode.js';
import { texture } from '../accessors/TextureNode.js';
import { step, max, clamp } from '../math/MathNode.js';
import { add, sub } from '../math/OperatorNode.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { screenCoordinate } from '../display/ScreenNode.js';
import { interleavedGradientNoise, vogelDiskSample } from '../utils/PostProcessingUtils.js';
/**
* A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
* with a binary `[0,1]` result.
*
* @method
* @param {Object} inputs - The input parameter object.
* @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
* @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
* @return {Node<float>} The filtering result.
*/
export const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer } ) => {
let basic = texture( depthTexture, shadowCoord.xy ).setName( 't_basic' );
if ( depthTexture.isArrayTexture ) {
basic = basic.depth( depthLayer );
}
return basic.compare( shadowCoord.z );
} );
/**
* A shadow filtering function performing PCF filtering with Vogel disk sampling and IGN.
*
* Uses 5 samples distributed via Vogel disk pattern, rotated per-pixel using Interleaved
* Gradient Noise (IGN) to break up banding artifacts. Combined with hardware PCF (4-tap
* filtering per sample), this effectively provides 20 filtered taps with better distribution.
*
* @method
* @param {Object} inputs - The input parameter object.
* @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
* @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
* @param {LightShadow} inputs.shadow - The light shadow.
* @return {Node<float>} The filtering result.
*/
export const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow, depthLayer } ) => {
const depthCompare = ( uv, compare ) => {
let depth = texture( depthTexture, uv );
if ( depthTexture.isArrayTexture ) {
depth = depth.depth( depthLayer );
}
return depth.compare( compare );
};
const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
const texelSize = vec2( 1 ).div( mapSize );
const radiusScaled = radius.mul( texelSize.x );
// Use IGN to rotate sampling pattern per pixel (phi = IGN * 2π)
const phi = interleavedGradientNoise( screenCoordinate.xy ).mul( 6.28318530718 );
// 5 samples using Vogel disk distribution
return add(
depthCompare( shadowCoord.xy.add( vogelDiskSample( 0, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
depthCompare( shadowCoord.xy.add( vogelDiskSample( 1, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
depthCompare( shadowCoord.xy.add( vogelDiskSample( 2, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
depthCompare( shadowCoord.xy.add( vogelDiskSample( 3, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
depthCompare( shadowCoord.xy.add( vogelDiskSample( 4, 5, phi ).mul( radiusScaled ) ), shadowCoord.z )
).mul( 1 / 5 );
} );
/**
* A shadow filtering function performing VSM filtering.
*
* @method
* @param {Object} inputs - The input parameter object.
* @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
* @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
* @return {Node<float>} The filtering result.
*/
export const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer }, builder ) => {
let distribution = texture( depthTexture ).sample( shadowCoord.xy );
if ( depthTexture.isArrayTexture ) {
distribution = distribution.depth( depthLayer );
}
distribution = distribution.rg;
const mean = distribution.x;
const variance = max( 0.0000001, distribution.y.mul( distribution.y ) );
const hardShadow = ( builder.renderer.reversedDepthBuffer ) ? step( mean, shadowCoord.z ) : step( shadowCoord.z, mean );
const output = float( 1 ).toVar(); // default, fully lit
If( hardShadow.notEqual( 1.0 ), () => {
// Distance from mean
const d = shadowCoord.z.sub( mean );
// Chebyshev's inequality for upper bound on probability
let p_max = variance.div( variance.add( d.mul( d ) ) );
// Reduce light bleeding by remapping [amount, 1] to [0, 1]
p_max = clamp( sub( p_max, 0.3 ).div( 0.65 ) );
output.assign( max( hardShadow, p_max ) );
} );
return output;
} );