@babylonjs/core 7.6.0 → 7.6.2

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Files changed (175) hide show
  1. package/Animations/animation.js +7 -5
  2. package/Animations/animation.js.map +1 -1
  3. package/Bones/bone.js +1 -1
  4. package/Bones/bone.js.map +1 -1
  5. package/Cameras/camera.js +1 -1
  6. package/Cameras/camera.js.map +1 -1
  7. package/Debug/debugLayer.d.ts +4 -0
  8. package/Debug/debugLayer.js.map +1 -1
  9. package/Engines/Native/nativeInterfaces.d.ts +2 -0
  10. package/Engines/Native/nativeInterfaces.js.map +1 -1
  11. package/Engines/Processors/iShaderProcessor.d.ts +3 -1
  12. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  13. package/Engines/Processors/shaderProcessor.js +2 -2
  14. package/Engines/Processors/shaderProcessor.js.map +1 -1
  15. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -2
  16. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +0 -1
  18. package/Engines/WebGPU/webgpuShaderProcessor.js +0 -1
  19. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  21. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  22. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +10 -1
  23. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +45 -15
  24. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  25. package/Engines/abstractEngine.js +7 -3
  26. package/Engines/abstractEngine.js.map +1 -1
  27. package/Engines/constants.d.ts +4 -0
  28. package/Engines/constants.js +4 -0
  29. package/Engines/constants.js.map +1 -1
  30. package/Engines/engine.common.js +2 -2
  31. package/Engines/engine.common.js.map +1 -1
  32. package/Engines/engine.js +5 -2
  33. package/Engines/engine.js.map +1 -1
  34. package/Engines/nativeEngine.d.ts +7 -2
  35. package/Engines/nativeEngine.js +25 -3
  36. package/Engines/nativeEngine.js.map +1 -1
  37. package/Engines/webgpuEngine.js +5 -9
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/Lights/Shadows/cascadedShadowGenerator.js +4 -4
  40. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  41. package/Lights/Shadows/shadowGenerator.js +11 -5
  42. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  43. package/Lights/light.js +1 -1
  44. package/Lights/light.js.map +1 -1
  45. package/Lights/spotLight.js +1 -1
  46. package/Lights/spotLight.js.map +1 -1
  47. package/Materials/Node/Blocks/Dual/fogBlock.js +20 -3
  48. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +1 -1
  50. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -4
  51. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +1 -0
  53. package/Materials/Node/Blocks/Dual/lightBlock.js +35 -27
  54. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +1 -2
  56. package/Materials/Node/Blocks/Dual/textureBlock.js +13 -20
  57. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  59. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +3 -1
  61. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +6 -4
  63. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +4 -1
  65. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  66. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  67. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -2
  69. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/biPlanarBlock.d.ts +2 -0
  71. package/Materials/Node/Blocks/biPlanarBlock.js +48 -23
  72. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/clampBlock.js +4 -1
  74. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  75. package/Materials/Node/Blocks/cloudBlock.js +32 -17
  76. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  77. package/Materials/Node/Blocks/conditionalBlock.js +9 -9
  78. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/curveBlock.js +12 -12
  80. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/matrixBuilderBlock.js +3 -1
  82. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  84. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/normalBlendBlock.js +2 -2
  86. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +14 -6
  88. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/transformBlock.js +1 -1
  90. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/triPlanarBlock.d.ts +2 -0
  92. package/Materials/Node/Blocks/triPlanarBlock.js +33 -14
  93. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  94. package/Materials/Node/Blocks/trigonometryBlock.d.ts +3 -1
  95. package/Materials/Node/Blocks/trigonometryBlock.js +6 -0
  96. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/worleyNoise3DBlock.js +17 -8
  98. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  99. package/Materials/Node/nodeMaterial.d.ts +8 -3
  100. package/Materials/Node/nodeMaterial.js +15 -24
  101. package/Materials/Node/nodeMaterial.js.map +1 -1
  102. package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
  103. package/Materials/Node/nodeMaterialBlock.js +1 -1
  104. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  105. package/Materials/Node/nodeMaterialBuildState.d.ts +10 -5
  106. package/Materials/Node/nodeMaterialBuildState.js +45 -18
  107. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  108. package/Materials/materialHelper.functions.js +3 -3
  109. package/Materials/materialHelper.functions.js.map +1 -1
  110. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +8 -2
  111. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  112. package/Meshes/mesh.js +7 -7
  113. package/Meshes/mesh.js.map +1 -1
  114. package/Meshes/transformNode.js +1 -1
  115. package/Meshes/transformNode.js.map +1 -1
  116. package/Physics/v2/Plugins/havokPlugin.js +12 -4
  117. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  118. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -0
  119. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  120. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +7 -0
  121. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +18 -0
  122. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  123. package/Rendering/prePassRenderer.js +3 -0
  124. package/Rendering/prePassRenderer.js.map +1 -1
  125. package/Shaders/ShadersInclude/lightFragment.js +29 -29
  126. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  127. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +8 -8
  128. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  129. package/Shaders/ShadersInclude/lightUboDeclaration.js +8 -8
  130. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  131. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  132. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  133. package/Shaders/fluidRenderingRender.fragment.js +12 -3
  134. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  135. package/Shaders/gaussianSplatting.vertex.js +2 -2
  136. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  137. package/Shaders/sprites.fragment.d.ts +2 -0
  138. package/Shaders/sprites.fragment.js +8 -1
  139. package/Shaders/sprites.fragment.js.map +1 -1
  140. package/Shaders/sprites.vertex.d.ts +2 -0
  141. package/Shaders/sprites.vertex.js +4 -0
  142. package/Shaders/sprites.vertex.js.map +1 -1
  143. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +5 -0
  144. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +24 -0
  145. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -0
  146. package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +5 -0
  147. package/ShadersWGSL/ShadersInclude/lightFragment.js +279 -0
  148. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -0
  149. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +5 -0
  150. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +70 -0
  151. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -0
  152. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +5 -0
  153. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +33 -0
  154. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -0
  155. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +5 -0
  156. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +57 -0
  157. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -0
  158. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
  159. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +5 -0
  161. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +307 -0
  162. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -0
  163. package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +5 -0
  164. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +53 -0
  165. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -0
  166. package/Sprites/spriteManager.d.ts +3 -0
  167. package/Sprites/spriteManager.js +11 -0
  168. package/Sprites/spriteManager.js.map +1 -1
  169. package/Sprites/spriteRenderer.d.ts +11 -3
  170. package/Sprites/spriteRenderer.js +49 -32
  171. package/Sprites/spriteRenderer.js.map +1 -1
  172. package/node.d.ts +2 -1
  173. package/node.js +5 -1
  174. package/node.js.map +1 -1
  175. package/package.json +1 -1
@@ -0,0 +1,307 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "shadowsFragmentFunctions";
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+ const shader = `#ifdef SHADOWS
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+ #ifndef SHADOWFLOAT
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+ fn unpack(color: vec4f)->f32
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+ {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);}
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+ #endif
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+ fn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32
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+ {var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}
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+ fn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32
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+ {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;
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+ #ifndef SHADOWFLOAT
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+ var shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
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+ #else
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+ var shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
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+ #endif
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+ return select(darkness,1.0,depth>shadow);}
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+ fn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32
20
+ {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);
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+ #ifndef SHADOWFLOAT
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+ if (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;};
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+ #else
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+ if (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;};
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+ #endif
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+ return min(1.0,visibility+darkness);}
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+ fn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32
28
+ {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;
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+ #ifndef SHADOWFLOAT
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+ var shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
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+ #else
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+ var shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
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+ #endif
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+ var esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}
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+ fn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32
36
+ {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;
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+ #ifndef SHADOWFLOAT
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+ var shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
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+ #else
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+ var shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
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+ #endif
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+ var esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}
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+ fn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32
44
+ {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);
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+ #ifndef SHADOWFLOAT
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+ var shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));
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+ #else
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+ var shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;
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+ #endif
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+ return select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}
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+ fn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32
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+ {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)
53
+ {return 1.0;}
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+ else
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+ {var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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+ #ifndef SHADOWFLOAT
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+ var shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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+ #else
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+ var shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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+ #endif
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+ return select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}
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+ fn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32
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+ {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)
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+ {return 1.0;}
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+ else
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+ {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);
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+ #ifndef SHADOWFLOAT
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+ if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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+ if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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+ if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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+ if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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+ #else
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+ if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
74
+ if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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+ if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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+ if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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+ #endif
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+ return computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}
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+ fn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32
80
+ {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)
81
+ {return 1.0;}
82
+ else
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+ {var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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+ #ifndef SHADOWFLOAT
85
+ var shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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+ #else
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+ var shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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+ #endif
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+ var esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}
90
+ fn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32
91
+ {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)
92
+ {return 1.0;}
93
+ else
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+ {var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
95
+ #ifndef SHADOWFLOAT
96
+ var shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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+ #else
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+ var shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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+ #endif
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+ var esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}
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+ fn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32
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+ {
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+ #ifdef IS_NDC_HALF_ZRANGE
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+ return clipSpace.z;
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+ #else
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+ return uvDepth.z;
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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 DIAGNOSTIC_OFF
111
+ fn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32
112
+ {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);}
113
+ fn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
114
+ {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;
115
+ uv+=0.5;
116
+ var st: vec2f=fract(uv);
117
+ var base_uv: vec2f=floor(uv)-0.5;
118
+ base_uv*=shadowMapSizeAndInverse.y;
119
+ var 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);}
120
+ fn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
121
+ {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;
122
+ uv+=0.5;
123
+ var st: vec2f=fract(uv);
124
+ var base_uv: vec2f=floor(uv)-0.5;
125
+ base_uv*=shadowMapSizeAndInverse.y;
126
+ var 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);}
127
+ fn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32
128
+ {if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}
129
+ else
130
+ {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);}}
131
+ fn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
132
+ {if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}
133
+ else
134
+ {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;
135
+ uv+=0.5;
136
+ var st: vec2f=fract(uv);
137
+ var base_uv: vec2f=floor(uv)-0.5;
138
+ base_uv*=shadowMapSizeAndInverse.y;
139
+ var 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);}}
140
+ fn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
141
+ {if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}
142
+ else
143
+ {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;
144
+ uv+=0.5;
145
+ var st: vec2f=fract(uv);
146
+ var base_uv: vec2f=floor(uv)-0.5;
147
+ base_uv*=shadowMapSizeAndInverse.y;
148
+ var 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);}}
149
+ const PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (
150
+ vec3f(0.06407013,0.05409927,0.),
151
+ vec3f(0.7366577,0.5789394,0.),
152
+ vec3f(-0.6270542,-0.5320278,0.),
153
+ vec3f(-0.4096107,0.8411095,0.),
154
+ vec3f(0.6849564,-0.4990818,0.),
155
+ vec3f(-0.874181,-0.04579735,0.),
156
+ vec3f(0.9989998,0.0009880066,0.),
157
+ vec3f(-0.004920578,-0.9151649,0.),
158
+ vec3f(0.1805763,0.9747483,0.),
159
+ vec3f(-0.2138451,0.2635818,0.),
160
+ vec3f(0.109845,0.3884785,0.),
161
+ vec3f(0.06876755,-0.3581074,0.),
162
+ vec3f(0.374073,-0.7661266,0.),
163
+ vec3f(0.3079132,-0.1216763,0.),
164
+ vec3f(-0.3794335,-0.8271583,0.),
165
+ vec3f(-0.203878,-0.07715034,0.),
166
+ vec3f(0.5912697,0.1469799,0.),
167
+ vec3f(-0.88069,0.3031784,0.),
168
+ vec3f(0.5040108,0.8283722,0.),
169
+ vec3f(-0.5844124,0.5494877,0.),
170
+ vec3f(0.6017799,-0.1726654,0.),
171
+ vec3f(-0.5554981,0.1559997,0.),
172
+ vec3f(-0.3016369,-0.3900928,0.),
173
+ vec3f(-0.5550632,-0.1723762,0.),
174
+ vec3f(0.925029,0.2995041,0.),
175
+ vec3f(-0.2473137,0.5538505,0.),
176
+ vec3f(0.9183037,-0.2862392,0.),
177
+ vec3f(0.2469421,0.6718712,0.),
178
+ vec3f(0.3916397,-0.4328209,0.),
179
+ vec3f(-0.03576927,-0.6220032,0.),
180
+ vec3f(-0.04661255,0.7995201,0.),
181
+ vec3f(0.4402924,0.3640312,0.),
182
+ vec3f(0.),
183
+ vec3f(0.),
184
+ vec3f(0.),
185
+ vec3f(0.),
186
+ vec3f(0.),
187
+ vec3f(0.),
188
+ vec3f(0.),
189
+ vec3f(0.),
190
+ vec3f(0.),
191
+ vec3f(0.),
192
+ vec3f(0.),
193
+ vec3f(0.),
194
+ vec3f(0.),
195
+ vec3f(0.),
196
+ vec3f(0.),
197
+ vec3f(0.),
198
+ vec3f(0.),
199
+ vec3f(0.),
200
+ vec3f(0.),
201
+ vec3f(0.),
202
+ vec3f(0.),
203
+ vec3f(0.),
204
+ vec3f(0.),
205
+ vec3f(0.),
206
+ vec3f(0.),
207
+ vec3f(0.),
208
+ vec3f(0.),
209
+ vec3f(0.),
210
+ vec3f(0.),
211
+ vec3f(0.),
212
+ vec3f(0.),
213
+ vec3f(0.)
214
+ );const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (
215
+ vec3f(-0.613392,0.617481,0.),
216
+ vec3f(0.170019,-0.040254,0.),
217
+ vec3f(-0.299417,0.791925,0.),
218
+ vec3f(0.645680,0.493210,0.),
219
+ vec3f(-0.651784,0.717887,0.),
220
+ vec3f(0.421003,0.027070,0.),
221
+ vec3f(-0.817194,-0.271096,0.),
222
+ vec3f(-0.705374,-0.668203,0.),
223
+ vec3f(0.977050,-0.108615,0.),
224
+ vec3f(0.063326,0.142369,0.),
225
+ vec3f(0.203528,0.214331,0.),
226
+ vec3f(-0.667531,0.326090,0.),
227
+ vec3f(-0.098422,-0.295755,0.),
228
+ vec3f(-0.885922,0.215369,0.),
229
+ vec3f(0.566637,0.605213,0.),
230
+ vec3f(0.039766,-0.396100,0.),
231
+ vec3f(0.751946,0.453352,0.),
232
+ vec3f(0.078707,-0.715323,0.),
233
+ vec3f(-0.075838,-0.529344,0.),
234
+ vec3f(0.724479,-0.580798,0.),
235
+ vec3f(0.222999,-0.215125,0.),
236
+ vec3f(-0.467574,-0.405438,0.),
237
+ vec3f(-0.248268,-0.814753,0.),
238
+ vec3f(0.354411,-0.887570,0.),
239
+ vec3f(0.175817,0.382366,0.),
240
+ vec3f(0.487472,-0.063082,0.),
241
+ vec3f(-0.084078,0.898312,0.),
242
+ vec3f(0.488876,-0.783441,0.),
243
+ vec3f(0.470016,0.217933,0.),
244
+ vec3f(-0.696890,-0.549791,0.),
245
+ vec3f(-0.149693,0.605762,0.),
246
+ vec3f(0.034211,0.979980,0.),
247
+ vec3f(0.503098,-0.308878,0.),
248
+ vec3f(-0.016205,-0.872921,0.),
249
+ vec3f(0.385784,-0.393902,0.),
250
+ vec3f(-0.146886,-0.859249,0.),
251
+ vec3f(0.643361,0.164098,0.),
252
+ vec3f(0.634388,-0.049471,0.),
253
+ vec3f(-0.688894,0.007843,0.),
254
+ vec3f(0.464034,-0.188818,0.),
255
+ vec3f(-0.440840,0.137486,0.),
256
+ vec3f(0.364483,0.511704,0.),
257
+ vec3f(0.034028,0.325968,0.),
258
+ vec3f(0.099094,-0.308023,0.),
259
+ vec3f(0.693960,-0.366253,0.),
260
+ vec3f(0.678884,-0.204688,0.),
261
+ vec3f(0.001801,0.780328,0.),
262
+ vec3f(0.145177,-0.898984,0.),
263
+ vec3f(0.062655,-0.611866,0.),
264
+ vec3f(0.315226,-0.604297,0.),
265
+ vec3f(-0.780145,0.486251,0.),
266
+ vec3f(-0.371868,0.882138,0.),
267
+ vec3f(0.200476,0.494430,0.),
268
+ vec3f(-0.494552,-0.711051,0.),
269
+ vec3f(0.612476,0.705252,0.),
270
+ vec3f(-0.578845,-0.768792,0.),
271
+ vec3f(-0.772454,-0.090976,0.),
272
+ vec3f(0.504440,0.372295,0.),
273
+ vec3f(0.155736,0.065157,0.),
274
+ vec3f(0.391522,0.849605,0.),
275
+ vec3f(-0.620106,-0.328104,0.),
276
+ vec3f(0.789239,-0.419965,0.),
277
+ vec3f(-0.545396,0.538133,0.),
278
+ vec3f(-0.178564,-0.596057,0.)
279
+ );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
280
+ {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);}
281
+ var 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);}
282
+ shadow/= 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);}
283
+ fn 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
284
+ {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;}
285
+ blockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}
286
+ exitCondition=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;}
287
+ var 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);}
288
+ shadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,exitCondition);}
289
+ fn 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
290
+ {return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}
291
+ fn 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
292
+ {return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}
293
+ fn 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
294
+ {return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}
295
+ fn 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
296
+ {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
297
+ fn 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
298
+ {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
299
+ fn 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
300
+ {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
301
+ #endif
302
+ `;
303
+ // Sideeffect
304
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
305
+ /** @internal */
306
+ export const shadowsFragmentFunctions = { name, shader };
307
+ //# sourceMappingURL=shadowsFragmentFunctions.js.map
@@ -0,0 +1 @@
1
+ {"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"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const shadowsVertex: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,53 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "shadowsVertex";
4
+ const shader = `#ifdef SHADOWS
5
+ #if defined(SHADOWCSM{X})
6
+ vertexOutputs.vPositionFromCamera{X}=view*worldPos;
7
+ #if SHADOWCSMNUM_CASCADES{X}>0
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+ vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
9
+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #else
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+ vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #endif
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+ #endif
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+ #if SHADOWCSMNUM_CASCADES{X}>1
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+ vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #else
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+ vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #endif
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+ #endif
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+ #if SHADOWCSMNUM_CASCADES{X}>2
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+ vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #else
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+ vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #endif
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+ #endif
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+ #if SHADOWCSMNUM_CASCADES{X}>3
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+ vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #else
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+ vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #endif
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+ #endif
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+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
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+ vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #else
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+ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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+ #endif
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+ #endif
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+ #endif
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+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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+ /** @internal */
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+ export const shadowsVertex = { name, shader };
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+ //# sourceMappingURL=shadowsVertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shadowsVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/shadowsVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsVertex\";\nconst shader = `#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const shadowsVertex = { name, shader };\n"]}
@@ -139,6 +139,9 @@ export declare class SpriteManager implements ISpriteManager {
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  /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
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  get fogEnabled(): boolean;
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  set fogEnabled(value: boolean);
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+ /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */
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+ get useLogarithmicDepth(): boolean;
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+ set useLogarithmicDepth(value: boolean);
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  /**
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  * Blend mode use to render the particle, it can be any of
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  * the static Constants.ALPHA_x properties provided in this class.
@@ -76,6 +76,13 @@ export class SpriteManager {
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  set fogEnabled(value) {
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  this._spriteRenderer.fogEnabled = value;
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  }
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+ /** Gets or sets a boolean indicating if the manager must use logarithmic depth when rendering */
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+ get useLogarithmicDepth() {
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+ return this._spriteRenderer.useLogarithmicDepth;
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+ }
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+ set useLogarithmicDepth(value) {
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+ this._spriteRenderer.useLogarithmicDepth = value;
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+ }
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  /**
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  * Blend mode use to render the particle, it can be any of
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  * the static undefined properties provided in this class.
@@ -478,6 +485,7 @@ export class SpriteManager {
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  serializationObject.blendMode = this.blendMode;
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  serializationObject.disableDepthWrite = this.disableDepthWrite;
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  serializationObject.pixelPerfect = this.pixelPerfect;
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+ serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;
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  if (this.texture) {
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  if (serializeTexture) {
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  serializationObject.texture = this.texture.serialize();
@@ -518,6 +526,9 @@ export class SpriteManager {
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  if (parsedManager.pixelPerfect !== undefined) {
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  manager.pixelPerfect = parsedManager.pixelPerfect;
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  }
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+ if (parsedManager.useLogarithmicDepth !== undefined) {
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+ manager.useLogarithmicDepth = parsedManager.useLogarithmicDepth;
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+ }
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  if (parsedManager.metadata !== undefined) {
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  manager.metadata = parsedManager.metadata;
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  }