@babylonjs/core 7.10.0 → 7.10.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -0
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -0
- package/Audio/audioEngine.js +12 -0
- package/Audio/audioEngine.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +15 -6
- package/Collisions/gpuPicker.js +83 -89
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +7 -3
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +3 -2
- package/Engines/Extensions/engine.cubeTexture.js +2 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +3 -2
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +12 -4
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -3
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -1
- package/Engines/nativeEngine.js +7 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Layers/layer.js +5 -3
- package/Layers/layer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -4
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +12 -3
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -7
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +38 -3
- package/Materials/Textures/cubeTexture.js +36 -14
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +0 -5
- package/Materials/shaderMaterial.js +1 -8
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Shaders/picking.fragment.d.ts +5 -0
- package/Shaders/picking.fragment.js +20 -0
- package/Shaders/picking.fragment.js.map +1 -0
- package/Shaders/picking.vertex.d.ts +15 -0
- package/Shaders/picking.vertex.js +42 -0
- package/Shaders/picking.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/XR/webXRExperienceHelper.js +3 -0
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/package.json +1 -1
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "pickingPixelShader";
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const shader = `#if defined(INSTANCES)
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varying vec4 vMeshID;
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#else
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uniform vec4 meshID;
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#endif
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void main(void) {
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#if defined(INSTANCES)
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gl_FragColor=vMeshID;
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#else
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gl_FragColor=meshID;
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#endif
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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export const pickingPixelShader = { name, shader };
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//# sourceMappingURL=picking.fragment.js.map
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{"version":3,"file":"picking.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;EAWb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"pickingPixelShader\";\nconst shader = `#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#else\nuniform vec4 meshID;\n#endif\nvoid main(void) {\n#if defined(INSTANCES)\ngl_FragColor=vMeshID;\n#else\ngl_FragColor=meshID;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pickingPixelShader = { name, shader };\n"]}
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import "./ShadersInclude/bonesDeclaration";
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import "./ShadersInclude/bakedVertexAnimationDeclaration";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration";
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import "./ShadersInclude/morphTargetsVertexDeclaration";
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import "./ShadersInclude/instancesDeclaration";
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import "./ShadersInclude/morphTargetsVertexGlobal";
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import "./ShadersInclude/morphTargetsVertex";
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import "./ShadersInclude/instancesVertex";
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import "./ShadersInclude/bonesVertex";
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import "./ShadersInclude/bakedVertexAnimation";
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/** @internal */
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export declare const pickingVertexShader: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/bonesDeclaration.js";
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import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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import "./ShadersInclude/instancesDeclaration.js";
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import "./ShadersInclude/morphTargetsVertexGlobal.js";
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import "./ShadersInclude/morphTargetsVertex.js";
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import "./ShadersInclude/instancesVertex.js";
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import "./ShadersInclude/bonesVertex.js";
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import "./ShadersInclude/bakedVertexAnimation.js";
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const name = "pickingVertexShader";
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const shader = `attribute vec3 position;
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#if defined(INSTANCES)
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attribute vec4 instanceMeshID;
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#endif
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#include<instancesDeclaration>
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uniform mat4 viewProjection;
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#if defined(INSTANCES)
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varying vec4 vMeshID;
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#endif
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void main(void) {
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;
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#if defined(INSTANCES)
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vMeshID=instanceMeshID;
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#endif
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}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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export const pickingVertexShader = { name, shader };
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//# sourceMappingURL=picking.vertex.js.map
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{"version":3,"file":"picking.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/picking.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"pickingVertexShader\";\nconst shader = `attribute vec3 position;\n#if defined(INSTANCES)\nattribute vec4 instanceMeshID;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#if defined(INSTANCES)\nvarying vec4 vMeshID;\n#endif\nvoid main(void) {\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;\n#if defined(INSTANCES)\nvMeshID=instanceMeshID;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pickingVertexShader = { name, shader };\n"]}
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#endif
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}
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const GREATEST_LESS_THAN_ONE: f32=0.99999994;
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#define
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#define DISABLE_UNIFORMITY_ANALYSIS
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fn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
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fn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
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{"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Sd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfn unpack(color: vec4f)->f32\n{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32\n{var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\nfn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nreturn select(darkness,1.0,depth>shadow);}\nfn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;var visibility: f32=1.;var poissonDisk: array<vec3f,4>;poissonDisk[0]= vec3f(-1.0,1.0,-1.0);poissonDisk[1]= vec3f(1.0,-1.0,-1.0);poissonDisk[2]= vec3f(-1.0,-1.0,-1.0);poissonDisk[3]= vec3f(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) {visibility-=0.25;};\n#else\nif (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) {visibility-=0.25;};\n#endif\nreturn min(1.0,visibility+darkness);}\nfn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\nfn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\nfn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}\nfn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}\nfn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);var visibility: f32=1.;var poissonDisk: array<vec2f,4>;poissonDisk[0]= vec2f(-0.94201624,-0.39906216);poissonDisk[1]= vec2f(0.94558609,-0.76890725);poissonDisk[2]= vec2f(-0.094184101,-0.92938870);poissonDisk[3]= vec2f(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\n#else\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32\n{\n#ifdef IS_NDC_HALF_ZRANGE\nreturn clipSpace.z;\n#else\nreturn uvDepth.z;\n#endif\n}\nconst GREATEST_LESS_THAN_ONE: f32=0.99999994;\n#define DIAGNOSTIC_OFF\nfn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),layer,uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),layer,uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),layer,uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),layer,uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var shadow: f32=textureSampleCompareLevel(shadowTexture,shadowSampler,uvDepth.xy,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (\nvec3f(0.06407013,0.05409927,0.),\nvec3f(0.7366577,0.5789394,0.),\nvec3f(-0.6270542,-0.5320278,0.),\nvec3f(-0.4096107,0.8411095,0.),\nvec3f(0.6849564,-0.4990818,0.),\nvec3f(-0.874181,-0.04579735,0.),\nvec3f(0.9989998,0.0009880066,0.),\nvec3f(-0.004920578,-0.9151649,0.),\nvec3f(0.1805763,0.9747483,0.),\nvec3f(-0.2138451,0.2635818,0.),\nvec3f(0.109845,0.3884785,0.),\nvec3f(0.06876755,-0.3581074,0.),\nvec3f(0.374073,-0.7661266,0.),\nvec3f(0.3079132,-0.1216763,0.),\nvec3f(-0.3794335,-0.8271583,0.),\nvec3f(-0.203878,-0.07715034,0.),\nvec3f(0.5912697,0.1469799,0.),\nvec3f(-0.88069,0.3031784,0.),\nvec3f(0.5040108,0.8283722,0.),\nvec3f(-0.5844124,0.5494877,0.),\nvec3f(0.6017799,-0.1726654,0.),\nvec3f(-0.5554981,0.1559997,0.),\nvec3f(-0.3016369,-0.3900928,0.),\nvec3f(-0.5550632,-0.1723762,0.),\nvec3f(0.925029,0.2995041,0.),\nvec3f(-0.2473137,0.5538505,0.),\nvec3f(0.9183037,-0.2862392,0.),\nvec3f(0.2469421,0.6718712,0.),\nvec3f(0.3916397,-0.4328209,0.),\nvec3f(-0.03576927,-0.6220032,0.),\nvec3f(-0.04661255,0.7995201,0.),\nvec3f(0.4402924,0.3640312,0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.)\n);const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (\nvec3f(-0.613392,0.617481,0.),\nvec3f(0.170019,-0.040254,0.),\nvec3f(-0.299417,0.791925,0.),\nvec3f(0.645680,0.493210,0.),\nvec3f(-0.651784,0.717887,0.),\nvec3f(0.421003,0.027070,0.),\nvec3f(-0.817194,-0.271096,0.),\nvec3f(-0.705374,-0.668203,0.),\nvec3f(0.977050,-0.108615,0.),\nvec3f(0.063326,0.142369,0.),\nvec3f(0.203528,0.214331,0.),\nvec3f(-0.667531,0.326090,0.),\nvec3f(-0.098422,-0.295755,0.),\nvec3f(-0.885922,0.215369,0.),\nvec3f(0.566637,0.605213,0.),\nvec3f(0.039766,-0.396100,0.),\nvec3f(0.751946,0.453352,0.),\nvec3f(0.078707,-0.715323,0.),\nvec3f(-0.075838,-0.529344,0.),\nvec3f(0.724479,-0.580798,0.),\nvec3f(0.222999,-0.215125,0.),\nvec3f(-0.467574,-0.405438,0.),\nvec3f(-0.248268,-0.814753,0.),\nvec3f(0.354411,-0.887570,0.),\nvec3f(0.175817,0.382366,0.),\nvec3f(0.487472,-0.063082,0.),\nvec3f(-0.084078,0.898312,0.),\nvec3f(0.488876,-0.783441,0.),\nvec3f(0.470016,0.217933,0.),\nvec3f(-0.696890,-0.549791,0.),\nvec3f(-0.149693,0.605762,0.),\nvec3f(0.034211,0.979980,0.),\nvec3f(0.503098,-0.308878,0.),\nvec3f(-0.016205,-0.872921,0.),\nvec3f(0.385784,-0.393902,0.),\nvec3f(-0.146886,-0.859249,0.),\nvec3f(0.643361,0.164098,0.),\nvec3f(0.634388,-0.049471,0.),\nvec3f(-0.688894,0.007843,0.),\nvec3f(0.464034,-0.188818,0.),\nvec3f(-0.440840,0.137486,0.),\nvec3f(0.364483,0.511704,0.),\nvec3f(0.034028,0.325968,0.),\nvec3f(0.099094,-0.308023,0.),\nvec3f(0.693960,-0.366253,0.),\nvec3f(0.678884,-0.204688,0.),\nvec3f(0.001801,0.780328,0.),\nvec3f(0.145177,-0.898984,0.),\nvec3f(0.062655,-0.611866,0.),\nvec3f(0.315226,-0.604297,0.),\nvec3f(-0.780145,0.486251,0.),\nvec3f(-0.371868,0.882138,0.),\nvec3f(0.200476,0.494430,0.),\nvec3f(-0.494552,-0.711051,0.),\nvec3f(0.612476,0.705252,0.),\nvec3f(-0.578845,-0.768792,0.),\nvec3f(-0.772454,-0.090976,0.),\nvec3f(0.504440,0.372295,0.),\nvec3f(0.155736,0.065157,0.),\nvec3f(0.391522,0.849605,0.),\nvec3f(-0.620106,-0.328104,0.),\nvec3f(0.789239,-0.419965,0.),\nvec3f(-0.545396,0.538133,0.),\nvec3f(-0.178564,-0.596057,0.)\n);fn computeShadowWithCSMPCSS(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uvDepthLayer: vec4f= vec4f(uvDepth.x,uvDepth.y,f32(layer),uvDepth.z);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSample(depthTexture,depthSampler, uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nvar avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);var filterRadius: vec4f= vec4f(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec4f= vec4f(poissonSamplers[i],0.);offset= vec4f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);let coords=uvDepthLayer+offset*filterRadius;shadow+=textureSampleCompare(shadowTexture,shadowSampler,coords.xy,i32(coords.z),coords.w);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,numBlocker<1.0);}\nfn computeShadowWithPCSS(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;var exitCondition: bool=depthMetric>1.0 || depthMetric<0.0;for (var i: i32=0; i<searchTapCount; i ++) {if (exitCondition) {break;}\nblockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nexitCondition=exitCondition || numBlocker<1.0;var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)+AAOffset);var filterRadius: f32=penumbraRatio*lightSizeUV*shadowMapSizeInverse;var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {if (exitCondition) {break;}\nvar offset: vec3f=poissonSamplers[i];offset= vec3f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);let coords=uvDepth+offset*filterRadius;shadow+=textureSampleCompareLevel(shadowTexture,shadowSampler,coords.xy,coords.z);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,exitCondition);}\nfn computeShadowWithPCSS16(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\nfn computeShadowWithPCSS32(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\nfn computeShadowWithPCSS64(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\nfn computeShadowWithCSMPCSS16(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS32(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS64(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
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{"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Sd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfn unpack(color: vec4f)->f32\n{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32\n{var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\nfn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nreturn select(darkness,1.0,depth>shadow);}\nfn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;var visibility: f32=1.;var poissonDisk: array<vec3f,4>;poissonDisk[0]= vec3f(-1.0,1.0,-1.0);poissonDisk[1]= vec3f(1.0,-1.0,-1.0);poissonDisk[2]= vec3f(-1.0,-1.0,-1.0);poissonDisk[3]= vec3f(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) {visibility-=0.25;};\n#else\nif (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) {visibility-=0.25;};\n#endif\nreturn min(1.0,visibility+darkness);}\nfn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\nfn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32\n{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));\n#else\nvar shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\nfn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));\n#else\nvar shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}\nfn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nreturn select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}\nfn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);var visibility: f32=1.;var poissonDisk: array<vec2f,4>;poissonDisk[0]= vec2f(-0.94201624,-0.39906216);poissonDisk[1]= vec2f(0.94558609,-0.76890725);poissonDisk[2]= vec2f(-0.094184101,-0.92938870);poissonDisk[3]= vec2f(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\nif (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}\n#else\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\nif (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nvar shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));\n#else\nvar shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;\n#endif\nvar esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\nfn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32\n{\n#ifdef IS_NDC_HALF_ZRANGE\nreturn clipSpace.z;\n#else\nreturn uvDepth.z;\n#endif\n}\nconst GREATEST_LESS_THAN_ONE: f32=0.99999994;\n#define DISABLE_UNIFORMITY_ANALYSIS\nfn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),layer,uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),layer,uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),layer,uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),layer,uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\nfn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var shadow: f32=textureSampleCompareLevel(shadowTexture,shadowSampler,uvDepth.xy,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nfn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvar st: vec2f=fract(uv); \nvar base_uv: vec2f=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvar uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (\nvec3f(0.06407013,0.05409927,0.),\nvec3f(0.7366577,0.5789394,0.),\nvec3f(-0.6270542,-0.5320278,0.),\nvec3f(-0.4096107,0.8411095,0.),\nvec3f(0.6849564,-0.4990818,0.),\nvec3f(-0.874181,-0.04579735,0.),\nvec3f(0.9989998,0.0009880066,0.),\nvec3f(-0.004920578,-0.9151649,0.),\nvec3f(0.1805763,0.9747483,0.),\nvec3f(-0.2138451,0.2635818,0.),\nvec3f(0.109845,0.3884785,0.),\nvec3f(0.06876755,-0.3581074,0.),\nvec3f(0.374073,-0.7661266,0.),\nvec3f(0.3079132,-0.1216763,0.),\nvec3f(-0.3794335,-0.8271583,0.),\nvec3f(-0.203878,-0.07715034,0.),\nvec3f(0.5912697,0.1469799,0.),\nvec3f(-0.88069,0.3031784,0.),\nvec3f(0.5040108,0.8283722,0.),\nvec3f(-0.5844124,0.5494877,0.),\nvec3f(0.6017799,-0.1726654,0.),\nvec3f(-0.5554981,0.1559997,0.),\nvec3f(-0.3016369,-0.3900928,0.),\nvec3f(-0.5550632,-0.1723762,0.),\nvec3f(0.925029,0.2995041,0.),\nvec3f(-0.2473137,0.5538505,0.),\nvec3f(0.9183037,-0.2862392,0.),\nvec3f(0.2469421,0.6718712,0.),\nvec3f(0.3916397,-0.4328209,0.),\nvec3f(-0.03576927,-0.6220032,0.),\nvec3f(-0.04661255,0.7995201,0.),\nvec3f(0.4402924,0.3640312,0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.),\nvec3f(0.)\n);const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (\nvec3f(-0.613392,0.617481,0.),\nvec3f(0.170019,-0.040254,0.),\nvec3f(-0.299417,0.791925,0.),\nvec3f(0.645680,0.493210,0.),\nvec3f(-0.651784,0.717887,0.),\nvec3f(0.421003,0.027070,0.),\nvec3f(-0.817194,-0.271096,0.),\nvec3f(-0.705374,-0.668203,0.),\nvec3f(0.977050,-0.108615,0.),\nvec3f(0.063326,0.142369,0.),\nvec3f(0.203528,0.214331,0.),\nvec3f(-0.667531,0.326090,0.),\nvec3f(-0.098422,-0.295755,0.),\nvec3f(-0.885922,0.215369,0.),\nvec3f(0.566637,0.605213,0.),\nvec3f(0.039766,-0.396100,0.),\nvec3f(0.751946,0.453352,0.),\nvec3f(0.078707,-0.715323,0.),\nvec3f(-0.075838,-0.529344,0.),\nvec3f(0.724479,-0.580798,0.),\nvec3f(0.222999,-0.215125,0.),\nvec3f(-0.467574,-0.405438,0.),\nvec3f(-0.248268,-0.814753,0.),\nvec3f(0.354411,-0.887570,0.),\nvec3f(0.175817,0.382366,0.),\nvec3f(0.487472,-0.063082,0.),\nvec3f(-0.084078,0.898312,0.),\nvec3f(0.488876,-0.783441,0.),\nvec3f(0.470016,0.217933,0.),\nvec3f(-0.696890,-0.549791,0.),\nvec3f(-0.149693,0.605762,0.),\nvec3f(0.034211,0.979980,0.),\nvec3f(0.503098,-0.308878,0.),\nvec3f(-0.016205,-0.872921,0.),\nvec3f(0.385784,-0.393902,0.),\nvec3f(-0.146886,-0.859249,0.),\nvec3f(0.643361,0.164098,0.),\nvec3f(0.634388,-0.049471,0.),\nvec3f(-0.688894,0.007843,0.),\nvec3f(0.464034,-0.188818,0.),\nvec3f(-0.440840,0.137486,0.),\nvec3f(0.364483,0.511704,0.),\nvec3f(0.034028,0.325968,0.),\nvec3f(0.099094,-0.308023,0.),\nvec3f(0.693960,-0.366253,0.),\nvec3f(0.678884,-0.204688,0.),\nvec3f(0.001801,0.780328,0.),\nvec3f(0.145177,-0.898984,0.),\nvec3f(0.062655,-0.611866,0.),\nvec3f(0.315226,-0.604297,0.),\nvec3f(-0.780145,0.486251,0.),\nvec3f(-0.371868,0.882138,0.),\nvec3f(0.200476,0.494430,0.),\nvec3f(-0.494552,-0.711051,0.),\nvec3f(0.612476,0.705252,0.),\nvec3f(-0.578845,-0.768792,0.),\nvec3f(-0.772454,-0.090976,0.),\nvec3f(0.504440,0.372295,0.),\nvec3f(0.155736,0.065157,0.),\nvec3f(0.391522,0.849605,0.),\nvec3f(-0.620106,-0.328104,0.),\nvec3f(0.789239,-0.419965,0.),\nvec3f(-0.545396,0.538133,0.),\nvec3f(-0.178564,-0.596057,0.)\n);fn computeShadowWithCSMPCSS(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uvDepthLayer: vec4f= vec4f(uvDepth.x,uvDepth.y,f32(layer),uvDepth.z);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSample(depthTexture,depthSampler, uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nvar avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);var filterRadius: vec4f= vec4f(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec4f= vec4f(poissonSamplers[i],0.);offset= vec4f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);let coords=uvDepthLayer+offset*filterRadius;shadow+=textureSampleCompare(shadowTexture,shadowSampler,coords.xy,i32(coords.z),coords.w);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,numBlocker<1.0);}\nfn computeShadowWithPCSS(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>)->f32\n{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;var exitCondition: bool=depthMetric>1.0 || depthMetric<0.0;for (var i: i32=0; i<searchTapCount; i ++) {if (exitCondition) {break;}\nblockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}\nexitCondition=exitCondition || numBlocker<1.0;var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)+AAOffset);var filterRadius: f32=penumbraRatio*lightSizeUV*shadowMapSizeInverse;var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {if (exitCondition) {break;}\nvar offset: vec3f=poissonSamplers[i];offset= vec3f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);let coords=uvDepth+offset*filterRadius;shadow+=textureSampleCompareLevel(shadowTexture,shadowSampler,coords.xy,coords.z);}\nshadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,exitCondition);}\nfn computeShadowWithPCSS16(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\nfn computeShadowWithPCSS32(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\nfn computeShadowWithPCSS64(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\nfn computeShadowWithCSMPCSS16(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS32(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\nfn computeShadowWithCSMPCSS64(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
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@@ -6,6 +6,7 @@ import { WebXRFeatureName, WebXRFeaturesManager } from "./webXRFeaturesManager.j
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@@ -139,6 +140,8 @@ export class WebXRExperienceHelper {
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this.camera.rotationQuaternion.set(0, 0, 0, 1);
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this.onInitialXRPoseSetObservable.notifyObservers(this.camera);
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this.sessionManager.onXRSessionEnded.addOnce(() => {
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// when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set
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144
147
|
if (this.state !== WebXRState.EXITING_XR) {
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|
@@ -1 +1 @@
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1
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-
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n Logger.Log(e);\r\n Logger.Log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n (this._scene.getEngine() as ThinEngine).framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n // Vision Pro suspends the audio context when entering XR, so we resume it here if needed.\r\n Engine.audioEngine?._resumeAudioContextOnStateChange();\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n Logger.Log(e);\r\n Logger.Log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n (this._scene.getEngine() as ThinEngine).framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
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