@driftengine/core 4.1.3 → 4.1.4

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@@ -883,16 +883,53 @@ uniform float uLiveAreaShadowWeight[MAX_AREA_LIGHTS];
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  * where a bias means what it looks like it means.
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  */
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  /**
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- * Sample offsets forming a rough sphere, for filtering a cubemap shadow.
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- * Perturbing the *direction* is how PCF works on a cube — there is no 2D UV
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- * neighbourhood to step across the way there is for the sun's cascade.
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+ * Twelve places on a disk across the light ray, for filtering an omnidirectional shadow.
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+ *
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+ * **These were eight, and the count is why a penumbra was stippled.** The list used to be the
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+ * eight corners and six faces of a cube, carried as \`vec3\` from the era when a tap offset a
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+ * direction by a 3D vector. Nothing has read the third component since the map became
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+ * octahedral — both filters take \`.xy\` — and flattening a cube's corners onto a plane makes
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+ * pairs of them coincide: \`(1, 1, 1)\` and \`(1, 1, -1)\` are one 2D offset, four times over. So
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+ * twelve taps asked eight questions and answered four of them twice, and every one of the eight
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+ * sat on the rim at radius 1 or 1.414 with nothing in between. A coverage estimate from a ring
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+ * moves in steps of two twelfths as the penumbra's edge sweeps a doubled pair across it, which
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+ * is the size of the speckle that was reported.
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+ *
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+ * **The replacement is the golden-angle disk this repository already uses for ambient
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+ * occlusion** — angle \`i\` turns of 137.5 degrees, radius \`sqrt((k + 0.5) / 12)\` — so the taps
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+ * are spread evenly over the area rather than crowded on the rim or at the centre, and no two
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+ * coincide. The nearest pair is 0.355 apart where the old set had a pair at zero.
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+ *
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+ * **The radii are dealt round rather than taken in order, and that is what makes a short filter
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+ * work.** \`shadowFilterTaps\` is 4, 8 or 12 and the loop below simply stops early, so every
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+ * prefix of this list is a filter somebody ships: in spiral order the first four taps would be
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+ * the four innermost and a low profile would quietly get a filter a third of the width it asked
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+ * for. Interleaved, the first four already span 0.21 to 0.91 of the disk's reach and sit around
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+ * its centre rather than to one side, which is a small filter rather than a narrow one.
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+ *
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+ * **What it gives up** is a little softness. The old set put two thirds of its taps at the
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+ * outermost radius, so it read the penumbra's widest part twice as often as an even disk does
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+ * and drew a shadow edge softer than the emitter's size calls for; an even disk is the honest
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+ * estimate and is very slightly crisper. **What would make it wrong** is a caller wanting the
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+ * filter's *reach* changed — that is \`MAX_FILTER_RADIUS\`, and the outermost tap here is 1.384
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+ * against the old 1.414 precisely so this change does not move it.
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  */
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  #if POINT_SHADOWS
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- const vec3 PCF_OFFSETS[${MAX_SHADOW_FILTER_TAPS}] = vec3[${MAX_SHADOW_FILTER_TAPS}](
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- vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3(-1.0, -1.0, 1.0),
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- vec3( 1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0), vec3(-1.0, -1.0, -1.0),
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- vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3( 0.0, 1.0, 0.0), vec3( 0.0, -1.0, 0.0)
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+ const vec2 PCF_OFFSETS[${MAX_SHADOW_FILTER_TAPS}] = vec2[${MAX_SHADOW_FILTER_TAPS}](
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+ vec2( 0.289, 0.000), vec2(-0.767, 0.703), vec2( 0.067, -0.761), vec2( 0.766, 0.999),
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+ vec2(-0.492, -0.087), vec2( 0.943, -0.600), vec2(-0.225, 0.836), vec2(-0.610, -1.174),
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+ vec2( 0.606, 0.221), vec2(-1.100, 0.454), vec2( 0.406, -0.867), vec2( 0.414, 1.321)
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  );
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+ /**
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+ * The angle between the two tap sets a pair of neighbouring pixels uses. See \`pointShadow\`.
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+ *
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+ * Half the golden angle, because the offsets above are a golden-angle spiral: turning the whole
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+ * set by half a step drops the second pixel's taps between the first pixel's arms rather than
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+ * on top of them. Measured on the pair, the closest two of the twenty-four are 0.305 apart,
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+ * against 0.175 for a half turn and 0.233 for a whole golden angle — so this is the choice that
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+ * makes the pair's combined filter as even as the twelve it is built from.
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+ */
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+ const float PCF_PAIR_TURN = 1.19998161;
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  #endif
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  /** A finite point-light shadow loses strength with the light that casts it. */`;