@zephyr3d/scene 0.9.20 → 0.9.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/camera/camera.js +208 -208
- package/dist/camera/camera.js.map +1 -1
- package/dist/posteffect/sss.js +8 -8
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/render/lightpass.js +5 -1
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +21 -6
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +39 -39
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/package.json +1 -1
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@@ -4,29 +4,29 @@ import { drawFullscreenQuad } from './fullscreenquad.js';
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import { MAX_SHADOW_MASK_LIGHTS } from '../values.js';
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const UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';
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/**
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* Number of shadow-casting lights packed into a single RGBA8 mask array layer.
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* One light per color channel.
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/**
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* Number of shadow-casting lights packed into a single RGBA8 mask array layer.
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* One light per color channel.
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*/ const SHADOW_MASK_LIGHTS_PER_LAYER = 4;
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/**
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* Maximum number of shadow mask array layers, derived from the per-light cap.
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/**
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* Maximum number of shadow mask array layers, derived from the per-light cap.
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*/ const MAX_SHADOW_MASK_LAYERS = MAX_SHADOW_MASK_LIGHTS / SHADOW_MASK_LIGHTS_PER_LAYER;
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/**
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* Renders the screen-space shadow mask for the Forward+ pipeline.
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*
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* For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,
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* 0 = fully shadowed) is reconstructed from the linear depth prepass and written
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* into one channel of one layer of an `rgba8unorm` texture array. Four lights are
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* packed per layer (one per RGBA channel).
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*
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* The layer/channel assignment must stay in lockstep with
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* {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered
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* buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based
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* light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The
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* clustered shading pass recovers the same mapping from a light's buffer index, so
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* no per-light mask index is stored.
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*
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* @internal
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/**
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* Renders the screen-space shadow mask for the Forward+ pipeline.
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*
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* For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,
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* 0 = fully shadowed) is reconstructed from the linear depth prepass and written
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* into one channel of one layer of an `rgba8unorm` texture array. Four lights are
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* packed per layer (one per RGBA channel).
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*
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* The layer/channel assignment must stay in lockstep with
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* {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered
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* buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based
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* light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The
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* clustered shading pass recovers the same mapping from a light's buffer index, so
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* no per-light mask index is stored.
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*
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* @internal
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*/ class ShadowMaskRenderer {
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/** Fullscreen mask programs keyed by a per-light shader signature. */ _programs;
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/** Bind groups paired with each cached program. */ _bindGroups;
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@@ -42,21 +42,21 @@ const UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';
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this._cameraPosition = new Vector4();
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this._cameraParams = new Vector4();
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}
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/**
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* Number of array layers required to hold `numLights` shadow lights.
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* @param numLights - Number of shadow-casting lights.
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* @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.
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/**
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* Number of array layers required to hold `numLights` shadow lights.
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* @param numLights - Number of shadow-casting lights.
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* @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.
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*/ static getLayerCount(numLights) {
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const n = Math.min(numLights, MAX_SHADOW_MASK_LIGHTS);
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return Math.min(Math.ceil(n / SHADOW_MASK_LIGHTS_PER_LAYER), MAX_SHADOW_MASK_LAYERS);
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}
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/**
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* Render the shadow mask for the given shadow-casting lights.
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*
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* @param ctx - Draw context (must carry shadowMapInfo for the lights).
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* @param depthTexture - Linear depth texture from the depth prepass.
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* @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).
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* @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.
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/**
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* Render the shadow mask for the given shadow-casting lights.
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*
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* @param ctx - Draw context (must carry shadowMapInfo for the lights).
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* @param depthTexture - Linear depth texture from the depth prepass.
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* @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).
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* @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.
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*/ render(ctx, depthTexture, lights, getLayerFramebuffer) {
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const device = ctx.device;
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const numLights = Math.min(lights.length, MAX_SHADOW_MASK_LIGHTS);
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@@ -108,9 +108,9 @@ const UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';
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device.setBindGroup(0, bindGroup);
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drawFullscreenQuad(renderState);
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}
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/**
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* The program signature: distinct shadow implementations, cascade counts and
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* shadow map types must not share a compiled program.
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/**
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* The program signature: distinct shadow implementations, cascade counts and
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* shadow map types must not share a compiled program.
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*/ getProgramKey(ctx, shadowMapParams) {
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return `${ctx.device.type}|${shadowMapParams.shaderHash}`;
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}
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@@ -168,10 +168,10 @@ const UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';
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bindGroup.setTexture('depthTex', depthTexture);
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bindGroup.setTexture(UNIFORM_NAME_SHADOW_MAP, shadowMapParams.shadowMap, shadowMapParams.shadowMapSampler);
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}
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/**
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* Whether the fullscreen output needs a vertical flip. Mask array layers are
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* offscreen render targets, so the convention matches other offscreen passes
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* (no flip); WebGPU still flips clip-space Y in the vertex shader.
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/**
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* Whether the fullscreen output needs a vertical flip. Mask array layers are
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* offscreen render targets, so the convention matches other offscreen passes
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* (no flip); WebGPU still flips clip-space Y in the vertex shader.
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*/ needFlip(_device) {
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return false;
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}
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@@ -1 +1 @@
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{"version":3,"file":"shadow_mask_pass.js","sources":["../../src/render/shadow_mask_pass.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\nimport type { Nullable } from '@zephyr3d/base';\nimport type {\n AbstractDevice,\n BindGroup,\n FrameBuffer,\n GPUProgram,\n PBShaderExp,\n RenderStateSet,\n Texture2D\n} from '@zephyr3d/device';\nimport type { DrawContext } from './drawable';\nimport type { PunctualLight } from '../scene/light';\nimport type { ShadowMapParams } from '../shadow/shadowmapper';\nimport { ShaderHelper } from '../material/shader/helper';\nimport { drawFullscreenQuad } from './fullscreenquad';\nimport { MAX_SHADOW_MASK_LIGHTS } from '../values';\n\nconst UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';\n\n/**\n * Number of shadow-casting lights packed into a single RGBA8 mask array layer.\n * One light per color channel.\n */\nexport const SHADOW_MASK_LIGHTS_PER_LAYER = 4;\n\n/**\n * Maximum number of shadow mask array layers, derived from the per-light cap.\n */\nexport const MAX_SHADOW_MASK_LAYERS = MAX_SHADOW_MASK_LIGHTS / SHADOW_MASK_LIGHTS_PER_LAYER;\n\n/**\n * Renders the screen-space shadow mask for the Forward+ pipeline.\n *\n * For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,\n * 0 = fully shadowed) is reconstructed from the linear depth prepass and written\n * into one channel of one layer of an `rgba8unorm` texture array. Four lights are\n * packed per layer (one per RGBA channel).\n *\n * The layer/channel assignment must stay in lockstep with\n * {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered\n * buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based\n * light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The\n * clustered shading pass recovers the same mapping from a light's buffer index, so\n * no per-light mask index is stored.\n *\n * @internal\n */\nexport class ShadowMaskRenderer {\n /** Fullscreen mask programs keyed by a per-light shader signature. */\n private _programs: Map<string, GPUProgram>;\n /** Bind groups paired with each cached program. */\n private _bindGroups: Map<string, BindGroup>;\n /** One render state per RGBA channel (color mask selects the target channel). */\n private _channelStates: Nullable<RenderStateSet[]>;\n private readonly _nearFar: Vector2;\n private readonly _cameraPosition: Vector4;\n private readonly _cameraParams: Vector4;\n\n constructor() {\n this._programs = new Map();\n this._bindGroups = new Map();\n this._channelStates = null;\n this._nearFar = new Vector2();\n this._cameraPosition = new Vector4();\n this._cameraParams = new Vector4();\n }\n\n /**\n * Number of array layers required to hold `numLights` shadow lights.\n * @param numLights - Number of shadow-casting lights.\n * @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.\n */\n static getLayerCount(numLights: number): number {\n const n = Math.min(numLights, MAX_SHADOW_MASK_LIGHTS);\n return Math.min(Math.ceil(n / SHADOW_MASK_LIGHTS_PER_LAYER), MAX_SHADOW_MASK_LAYERS);\n }\n\n /**\n * Render the shadow mask for the given shadow-casting lights.\n *\n * @param ctx - Draw context (must carry shadowMapInfo for the lights).\n * @param depthTexture - Linear depth texture from the depth prepass.\n * @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).\n * @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.\n */\n render(\n ctx: DrawContext,\n depthTexture: Texture2D,\n lights: PunctualLight[],\n getLayerFramebuffer: (layer: number) => FrameBuffer\n ): void {\n const device = ctx.device;\n const numLights = Math.min(lights.length, MAX_SHADOW_MASK_LIGHTS);\n if (numLights === 0 || !ctx.shadowMapInfo) {\n return;\n }\n const numLayers = ShadowMaskRenderer.getLayerCount(numLights);\n const channelStates = this.getChannelStates(device);\n const savedShadowLight = ctx.currentShadowLight;\n\n device.pushDeviceStates();\n for (let layer = 0; layer < numLayers; layer++) {\n const framebuffer = getLayerFramebuffer(layer);\n device.setFramebuffer(framebuffer);\n // Clear to \"fully lit\" (1 = no shadow) so channels without an assigned\n // light, and pixels outside any shadow, read as unshadowed. The mask array\n // has no depth attachment, so depth/stencil clear args are null.\n device.clearFrameBuffer(new Vector4(1, 1, 1, 1), null, null);\n for (let channel = 0; channel < SHADOW_MASK_LIGHTS_PER_LAYER; channel++) {\n const ordinal = layer * SHADOW_MASK_LIGHTS_PER_LAYER + channel;\n if (ordinal >= numLights) {\n break;\n }\n const light = lights[ordinal];\n const shadowMapParams = ctx.shadowMapInfo.get(light);\n if (!shadowMapParams || !shadowMapParams.shadowMap) {\n continue;\n }\n ctx.currentShadowLight = light;\n this.renderLightChannel(ctx, depthTexture, light, shadowMapParams, channelStates[channel]);\n }\n }\n device.popDeviceStates();\n ctx.currentShadowLight = savedShadowLight;\n }\n\n /** Render one shadow light into one color channel of the current framebuffer. */\n private renderLightChannel(\n ctx: DrawContext,\n depthTexture: Texture2D,\n light: PunctualLight,\n shadowMapParams: ShadowMapParams,\n renderState: RenderStateSet\n ): void {\n const device = ctx.device;\n const key = this.getProgramKey(ctx, shadowMapParams);\n let program = this._programs.get(key) ?? null;\n let bindGroup = this._bindGroups.get(key) ?? null;\n if (!program) {\n program = this.createProgram(ctx, shadowMapParams);\n bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\n this._programs.set(key, program);\n this._bindGroups.set(key, bindGroup);\n }\n bindGroup = this._bindGroups.get(key)!;\n this.setUniforms(bindGroup, ctx, depthTexture, light, shadowMapParams);\n device.setProgram(program);\n device.setBindGroup(0, bindGroup);\n drawFullscreenQuad(renderState);\n }\n\n /**\n * The program signature: distinct shadow implementations, cascade counts and\n * shadow map types must not share a compiled program.\n */\n private getProgramKey(ctx: DrawContext, shadowMapParams: ShadowMapParams): string {\n return `${ctx.device.type}|${shadowMapParams.shaderHash}`;\n }\n\n private getChannelStates(device: AbstractDevice): RenderStateSet[] {\n if (!this._channelStates) {\n this._channelStates = [];\n for (let c = 0; c < SHADOW_MASK_LIGHTS_PER_LAYER; c++) {\n const rs = device.createRenderStateSet();\n rs.useDepthState().enableTest(false).enableWrite(false);\n rs.useRasterizerState().setCullMode('none');\n rs.useColorState().setColorMask(c === 0, c === 1, c === 2, c === 3);\n this._channelStates.push(rs);\n }\n }\n return this._channelStates;\n }\n\n private setUniforms(\n bindGroup: BindGroup,\n ctx: DrawContext,\n depthTexture: Texture2D,\n light: PunctualLight,\n shadowMapParams: ShadowMapParams\n ): void {\n const camera = ctx.camera;\n const near = camera.getNearPlane();\n const far = camera.getFarPlane();\n const cameraPos = camera.getWorldPosition();\n this._cameraPosition.setXYZW(cameraPos.x, cameraPos.y, cameraPos.z, 0);\n this._cameraParams.setXYZW(near, far, 1, 1);\n this._nearFar.setXY(near, far);\n bindGroup.setValue('camera', {\n position: this._cameraPosition,\n params: this._cameraParams,\n shadowDebugCascades: camera.shadowDebugCascades ? 1 : 0,\n framestamp: ctx.device.frameInfo.frameCounter\n });\n // Full shadow light struct (matches helper.ts currentShadowLight lightStruct,\n // including implParams which PCSS/VSM impls read via getShadowImplParams).\n const implParams = new Vector4();\n shadowMapParams.impl!.getParams(implParams);\n bindGroup.setValue('light', {\n sunDir: ctx.sunLight\n ? ctx.sunLight.directionAndCutoff.xyz().scaleBy(-1)\n : new Vector4(0, 1, 0, 0).xyz(),\n shadowCascades: shadowMapParams.numShadowCascades,\n positionAndRange: light.positionAndRange,\n directionAndCutoff: light.directionAndCutoff,\n diffuseAndIntensity: light.diffuseAndIntensity,\n extraParams: light.extraParams,\n cascadeDistances: shadowMapParams.cascadeDistances,\n depthBiasValues: shadowMapParams.depthBiasValues[0],\n shadowCameraParams: shadowMapParams.cameraParams,\n depthBiasScales: shadowMapParams.depthBiasScales,\n implParams: implParams,\n shadowMatrices: new Float32Array(shadowMapParams.shadowMatrices),\n shadowStrength: light.shadow.shadowStrength,\n envLightStrength: ctx.env?.light.strength ?? 0,\n envLightSpecularStrength: ctx.env?.light.specularStrength ?? 1\n });\n bindGroup.setValue('invViewProjMatrix', camera.invViewProjectionMatrix);\n bindGroup.setValue('cameraNearFar', this._nearFar);\n bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\n bindGroup.setTexture('depthTex', depthTexture);\n bindGroup.setTexture(\n UNIFORM_NAME_SHADOW_MAP,\n shadowMapParams.shadowMap!,\n shadowMapParams.shadowMapSampler\n );\n }\n\n /**\n * Whether the fullscreen output needs a vertical flip. Mask array layers are\n * offscreen render targets, so the convention matches other offscreen passes\n * (no flip); WebGPU still flips clip-space Y in the vertex shader.\n */\n private needFlip(_device: AbstractDevice): boolean {\n return false;\n }\n\n private createProgram(ctx: DrawContext, shadowMapParams: ShadowMapParams): GPUProgram {\n const device = ctx.device;\n const numCascades = shadowMapParams.numShadowCascades;\n const shadowMap = shadowMapParams.shadowMap!;\n const program = device.buildRenderProgram({\n label: 'ShadowMask',\n vertex(pb) {\n this.flip = pb.int().uniform(0);\n this.$inputs.pos = pb.vec2().attrib('position');\n this.$outputs.uv = pb.vec2();\n pb.main(function () {\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\n this.$if(pb.notEqual(this.flip, 0), function () {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n });\n if (device.type === 'webgpu') {\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\n }\n });\n },\n fragment(pb) {\n const cameraStruct = pb.defineStruct([\n pb.vec4('position'),\n pb.vec4('params'),\n pb.float('shadowDebugCascades'),\n // Required by PCSS temporal jitter (ShaderHelper.getFramestamp).\n pb.int('framestamp')\n ]);\n // Must match helper.ts currentShadowLight lightStruct field-for-field.\n const lightStruct = pb.defineStruct([\n pb.vec3('sunDir'),\n pb.int('shadowCascades'),\n pb.vec4('positionAndRange'),\n pb.vec4('directionAndCutoff'),\n pb.vec4('diffuseAndIntensity'),\n pb.vec4('extraParams'),\n pb.vec4('cascadeDistances'),\n pb.vec4('depthBiasValues'),\n pb.vec4('shadowCameraParams'),\n pb.vec4('depthBiasScales'),\n pb.vec4('implParams'),\n pb.vec4[16]('shadowMatrices'),\n pb.float('shadowStrength'),\n pb.float('envLightStrength'),\n pb.float('envLightSpecularStrength')\n ]);\n this.camera = cameraStruct().uniform(0);\n this.light = lightStruct().uniform(0);\n const shadowTex = shadowMap.isTextureCube()\n ? shadowMap.isDepth()\n ? pb.texCubeShadow()\n : pb.texCube()\n : shadowMap.isTexture2D()\n ? shadowMap.isDepth()\n ? pb.tex2DShadow()\n : pb.tex2D()\n : shadowMap.isDepth()\n ? pb.tex2DArrayShadow()\n : pb.tex2DArray();\n if (\n !shadowMap.isDepth() &&\n !device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMap.format).filterable\n ) {\n shadowTex.sampleType('unfilterable-float');\n }\n this[UNIFORM_NAME_SHADOW_MAP] = shadowTex.uniform(0);\n this.depthTex = pb.tex2D().uniform(0);\n this.invViewProjMatrix = pb.mat4().uniform(0);\n this.cameraNearFar = pb.vec2().uniform(0);\n this.$outputs.color = pb.vec4();\n // Explicit-depth cascade selection (fragCoord.z is invalid in a fullscreen\n // pass). Mirrors posteffect/sss.ts calculateTransmissionShadow.\n pb.func(\n 'zShadowMaskFactor',\n [pb.vec3('worldPos'), pb.float('depth01'), pb.float('NoL')],\n function () {\n if (numCascades > 1) {\n this.$l.linearDepth = pb.mul(this.depth01, this.camera.params.y);\n this.$l.splitDistances = this.light.cascadeDistances;\n this.$l.comparison = pb.vec4(pb.greaterThan(pb.vec4(this.linearDepth), this.splitDistances));\n this.$l.cascadeFlags = pb.vec4(\n pb.float(pb.greaterThan(this.light.shadowCascades, 0)),\n pb.float(pb.greaterThan(this.light.shadowCascades, 1)),\n pb.float(pb.greaterThan(this.light.shadowCascades, 2)),\n pb.float(pb.greaterThan(this.light.shadowCascades, 3))\n );\n this.$l.split = pb.int(pb.dot(this.comparison, this.cascadeFlags));\n if (device.type === 'webgl') {\n this.$l.shadowVertex = pb.vec4();\n this.$for(pb.int('cascade'), 0, 4, function () {\n this.$if(pb.equal(this.cascade, this.split), function () {\n this.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(\n this,\n pb.vec4(this.worldPos, 1),\n this.cascade\n );\n this.$break();\n });\n });\n } else {\n this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(\n this,\n pb.vec4(this.worldPos, 1),\n this.split\n );\n }\n this.$l.shadow = shadowMapParams.impl!.computeShadowCSM(\n shadowMapParams,\n this,\n this.shadowVertex,\n this.NoL,\n this.split\n );\n this.$l.shadowDistance = this.light.shadowCameraParams.w;\n this.shadow = pb.mix(\n this.shadow,\n 1,\n pb.smoothStep(\n pb.mul(this.shadowDistance, 0.8),\n this.shadowDistance,\n pb.distance(this.camera.position.xyz, this.worldPos)\n )\n );\n this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);\n this.$return(pb.clamp(this.shadow, 0, 1));\n } else {\n this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1));\n this.$l.shadow = shadowMapParams.impl!.computeShadow(\n shadowMapParams,\n this,\n this.shadowVertex,\n this.NoL\n );\n this.$l.shadowDistance = this.light.shadowCameraParams.w;\n this.shadow = pb.mix(\n this.shadow,\n 1,\n pb.smoothStep(\n pb.mul(this.shadowDistance, 0.8),\n this.shadowDistance,\n pb.distance(this.camera.position.xyz, this.worldPos)\n )\n );\n this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);\n this.$return(pb.clamp(this.shadow, 0, 1));\n }\n }\n );\n pb.main(function () {\n this.$l.pos = ShaderHelper.samplePositionFromDepth(\n this,\n this.depthTex,\n this.$inputs.uv,\n this.invViewProjMatrix,\n this.cameraNearFar\n );\n // NoL is unavailable in a fullscreen pass (no geometric normal); it only\n // feeds normal-offset bias, so a conservative 1.0 is used.\n this.$l.factor = this.zShadowMaskFactor(this.pos.xyz, this.pos.w, pb.float(1));\n this.$outputs.color = pb.vec4(this.factor);\n });\n }\n })!;\n program.name = '@ShadowMask';\n return program;\n }\n\n /** Release cached GPU resources. */\n dispose(): void {\n for (const program of this._programs.values()) {\n program.dispose();\n }\n this._programs.clear();\n this._bindGroups.clear();\n this._channelStates = null;\n }\n}\n\n/** Shared type alias to keep the mask factor accessor discoverable. */\nexport type ShadowMaskFactorExp = 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{"version":3,"file":"shadow_mask_pass.js","sources":["../../src/render/shadow_mask_pass.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type {\r\n AbstractDevice,\r\n BindGroup,\r\n FrameBuffer,\r\n GPUProgram,\r\n PBShaderExp,\r\n RenderStateSet,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { DrawContext } from './drawable';\r\nimport type { PunctualLight } from '../scene/light';\r\nimport type { ShadowMapParams } from '../shadow/shadowmapper';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { drawFullscreenQuad } from './fullscreenquad';\r\nimport { MAX_SHADOW_MASK_LIGHTS } from '../values';\r\n\r\nconst UNIFORM_NAME_SHADOW_MAP = 'Z_UniformShadowMap';\r\n\r\n/**\r\n * Number of shadow-casting lights packed into a single RGBA8 mask array layer.\r\n * One light per color channel.\r\n */\r\nexport const SHADOW_MASK_LIGHTS_PER_LAYER = 4;\r\n\r\n/**\r\n * Maximum number of shadow mask array layers, derived from the per-light cap.\r\n */\r\nexport const MAX_SHADOW_MASK_LAYERS = MAX_SHADOW_MASK_LIGHTS / SHADOW_MASK_LIGHTS_PER_LAYER;\r\n\r\n/**\r\n * Renders the screen-space shadow mask for the Forward+ pipeline.\r\n *\r\n * For each shadow-casting light, the light's visibility factor `[0,1]` (1 = lit,\r\n * 0 = fully shadowed) is reconstructed from the linear depth prepass and written\r\n * into one channel of one layer of an `rgba8unorm` texture array. Four lights are\r\n * packed per layer (one per RGBA channel).\r\n *\r\n * The layer/channel assignment must stay in lockstep with\r\n * {@link ClusteredLight.getVisibleLights}: shadow-casting lights occupy clustered\r\n * buffer indices `1..N` in the order of `renderQueue.shadowedLights`. The zero-based\r\n * light ordinal `s = index - 1` maps to `layer = s >> 2`, `channel = s & 3`. The\r\n * clustered shading pass recovers the same mapping from a light's buffer index, so\r\n * no per-light mask index is stored.\r\n *\r\n * @internal\r\n */\r\nexport class ShadowMaskRenderer {\r\n /** Fullscreen mask programs keyed by a per-light shader signature. */\r\n private _programs: Map<string, GPUProgram>;\r\n /** Bind groups paired with each cached program. */\r\n private _bindGroups: Map<string, BindGroup>;\r\n /** One render state per RGBA channel (color mask selects the target channel). */\r\n private _channelStates: Nullable<RenderStateSet[]>;\r\n private readonly _nearFar: Vector2;\r\n private readonly _cameraPosition: Vector4;\r\n private readonly _cameraParams: Vector4;\r\n\r\n constructor() {\r\n this._programs = new Map();\r\n this._bindGroups = new Map();\r\n this._channelStates = null;\r\n this._nearFar = new Vector2();\r\n this._cameraPosition = new Vector4();\r\n this._cameraParams = new Vector4();\r\n }\r\n\r\n /**\r\n * Number of array layers required to hold `numLights` shadow lights.\r\n * @param numLights - Number of shadow-casting lights.\r\n * @returns Layer count, clamped to {@link MAX_SHADOW_MASK_LAYERS}.\r\n */\r\n static getLayerCount(numLights: number): number {\r\n const n = Math.min(numLights, MAX_SHADOW_MASK_LIGHTS);\r\n return Math.min(Math.ceil(n / SHADOW_MASK_LIGHTS_PER_LAYER), MAX_SHADOW_MASK_LAYERS);\r\n }\r\n\r\n /**\r\n * Render the shadow mask for the given shadow-casting lights.\r\n *\r\n * @param ctx - Draw context (must carry shadowMapInfo for the lights).\r\n * @param depthTexture - Linear depth texture from the depth prepass.\r\n * @param lights - Shadow-casting lights, in clustered-buffer order (index 1..N).\r\n * @param getLayerFramebuffer - Resolves the framebuffer bound to mask array layer `k`.\r\n */\r\n render(\r\n ctx: DrawContext,\r\n depthTexture: Texture2D,\r\n lights: PunctualLight[],\r\n getLayerFramebuffer: (layer: number) => FrameBuffer\r\n ): void {\r\n const device = ctx.device;\r\n const numLights = Math.min(lights.length, MAX_SHADOW_MASK_LIGHTS);\r\n if (numLights === 0 || !ctx.shadowMapInfo) {\r\n return;\r\n }\r\n const numLayers = ShadowMaskRenderer.getLayerCount(numLights);\r\n const channelStates = this.getChannelStates(device);\r\n const savedShadowLight = ctx.currentShadowLight;\r\n\r\n device.pushDeviceStates();\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n const framebuffer = getLayerFramebuffer(layer);\r\n device.setFramebuffer(framebuffer);\r\n // Clear to \"fully lit\" (1 = no shadow) so channels without an assigned\r\n // light, and pixels outside any shadow, read as unshadowed. The mask array\r\n // has no depth attachment, so depth/stencil clear args are null.\r\n device.clearFrameBuffer(new Vector4(1, 1, 1, 1), null, null);\r\n for (let channel = 0; channel < SHADOW_MASK_LIGHTS_PER_LAYER; channel++) {\r\n const ordinal = layer * SHADOW_MASK_LIGHTS_PER_LAYER + channel;\r\n if (ordinal >= numLights) {\r\n break;\r\n }\r\n const light = lights[ordinal];\r\n const shadowMapParams = ctx.shadowMapInfo.get(light);\r\n if (!shadowMapParams || !shadowMapParams.shadowMap) {\r\n continue;\r\n }\r\n ctx.currentShadowLight = light;\r\n this.renderLightChannel(ctx, depthTexture, light, shadowMapParams, channelStates[channel]);\r\n }\r\n }\r\n device.popDeviceStates();\r\n ctx.currentShadowLight = savedShadowLight;\r\n }\r\n\r\n /** Render one shadow light into one color channel of the current framebuffer. */\r\n private renderLightChannel(\r\n ctx: DrawContext,\r\n depthTexture: Texture2D,\r\n light: PunctualLight,\r\n shadowMapParams: ShadowMapParams,\r\n renderState: RenderStateSet\r\n ): void {\r\n const device = ctx.device;\r\n const key = this.getProgramKey(ctx, shadowMapParams);\r\n let program = this._programs.get(key) ?? null;\r\n let bindGroup = this._bindGroups.get(key) ?? null;\r\n if (!program) {\r\n program = this.createProgram(ctx, shadowMapParams);\r\n bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\r\n this._programs.set(key, program);\r\n this._bindGroups.set(key, bindGroup);\r\n }\r\n bindGroup = this._bindGroups.get(key)!;\r\n this.setUniforms(bindGroup, ctx, depthTexture, light, shadowMapParams);\r\n device.setProgram(program);\r\n device.setBindGroup(0, bindGroup);\r\n drawFullscreenQuad(renderState);\r\n }\r\n\r\n /**\r\n * The program signature: distinct shadow implementations, cascade counts and\r\n * shadow map types must not share a compiled program.\r\n */\r\n private getProgramKey(ctx: DrawContext, shadowMapParams: ShadowMapParams): string {\r\n return `${ctx.device.type}|${shadowMapParams.shaderHash}`;\r\n }\r\n\r\n private getChannelStates(device: AbstractDevice): RenderStateSet[] {\r\n if (!this._channelStates) {\r\n this._channelStates = [];\r\n for (let c = 0; c < SHADOW_MASK_LIGHTS_PER_LAYER; c++) {\r\n const rs = device.createRenderStateSet();\r\n rs.useDepthState().enableTest(false).enableWrite(false);\r\n rs.useRasterizerState().setCullMode('none');\r\n rs.useColorState().setColorMask(c === 0, c === 1, c === 2, c === 3);\r\n this._channelStates.push(rs);\r\n }\r\n }\r\n return this._channelStates;\r\n }\r\n\r\n private setUniforms(\r\n bindGroup: BindGroup,\r\n ctx: DrawContext,\r\n depthTexture: Texture2D,\r\n light: PunctualLight,\r\n shadowMapParams: ShadowMapParams\r\n ): void {\r\n const camera = ctx.camera;\r\n const near = camera.getNearPlane();\r\n const far = camera.getFarPlane();\r\n const cameraPos = camera.getWorldPosition();\r\n this._cameraPosition.setXYZW(cameraPos.x, cameraPos.y, cameraPos.z, 0);\r\n this._cameraParams.setXYZW(near, far, 1, 1);\r\n this._nearFar.setXY(near, far);\r\n bindGroup.setValue('camera', {\r\n position: this._cameraPosition,\r\n params: this._cameraParams,\r\n shadowDebugCascades: camera.shadowDebugCascades ? 1 : 0,\r\n framestamp: ctx.device.frameInfo.frameCounter\r\n });\r\n // Full shadow light struct (matches helper.ts currentShadowLight lightStruct,\r\n // including implParams which PCSS/VSM impls read via getShadowImplParams).\r\n const implParams = new Vector4();\r\n shadowMapParams.impl!.getParams(implParams);\r\n bindGroup.setValue('light', {\r\n sunDir: ctx.sunLight\r\n ? ctx.sunLight.directionAndCutoff.xyz().scaleBy(-1)\r\n : new Vector4(0, 1, 0, 0).xyz(),\r\n shadowCascades: shadowMapParams.numShadowCascades,\r\n positionAndRange: light.positionAndRange,\r\n directionAndCutoff: light.directionAndCutoff,\r\n diffuseAndIntensity: light.diffuseAndIntensity,\r\n extraParams: light.extraParams,\r\n cascadeDistances: shadowMapParams.cascadeDistances,\r\n depthBiasValues: shadowMapParams.depthBiasValues[0],\r\n shadowCameraParams: shadowMapParams.cameraParams,\r\n depthBiasScales: shadowMapParams.depthBiasScales,\r\n implParams: implParams,\r\n shadowMatrices: new Float32Array(shadowMapParams.shadowMatrices),\r\n shadowStrength: light.shadow.shadowStrength,\r\n envLightStrength: ctx.env?.light.strength ?? 0,\r\n envLightSpecularStrength: ctx.env?.light.specularStrength ?? 1\r\n });\r\n bindGroup.setValue('invViewProjMatrix', camera.invViewProjectionMatrix);\r\n bindGroup.setValue('cameraNearFar', this._nearFar);\r\n bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);\r\n bindGroup.setTexture('depthTex', depthTexture);\r\n bindGroup.setTexture(\r\n UNIFORM_NAME_SHADOW_MAP,\r\n shadowMapParams.shadowMap!,\r\n shadowMapParams.shadowMapSampler\r\n );\r\n }\r\n\r\n /**\r\n * Whether the fullscreen output needs a vertical flip. Mask array layers are\r\n * offscreen render targets, so the convention matches other offscreen passes\r\n * (no flip); WebGPU still flips clip-space Y in the vertex shader.\r\n */\r\n private needFlip(_device: AbstractDevice): boolean {\r\n return false;\r\n }\r\n\r\n private createProgram(ctx: DrawContext, shadowMapParams: ShadowMapParams): GPUProgram {\r\n const device = ctx.device;\r\n const numCascades = shadowMapParams.numShadowCascades;\r\n const shadowMap = shadowMapParams.shadowMap!;\r\n const program = device.buildRenderProgram({\r\n label: 'ShadowMask',\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n if (device.type === 'webgpu') {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n }\r\n });\r\n },\r\n fragment(pb) {\r\n const cameraStruct = pb.defineStruct([\r\n pb.vec4('position'),\r\n pb.vec4('params'),\r\n pb.float('shadowDebugCascades'),\r\n // Required by PCSS temporal jitter (ShaderHelper.getFramestamp).\r\n pb.int('framestamp')\r\n ]);\r\n // Must match helper.ts currentShadowLight lightStruct field-for-field.\r\n const lightStruct = pb.defineStruct([\r\n pb.vec3('sunDir'),\r\n pb.int('shadowCascades'),\r\n pb.vec4('positionAndRange'),\r\n pb.vec4('directionAndCutoff'),\r\n pb.vec4('diffuseAndIntensity'),\r\n pb.vec4('extraParams'),\r\n pb.vec4('cascadeDistances'),\r\n pb.vec4('depthBiasValues'),\r\n pb.vec4('shadowCameraParams'),\r\n pb.vec4('depthBiasScales'),\r\n pb.vec4('implParams'),\r\n pb.vec4[16]('shadowMatrices'),\r\n pb.float('shadowStrength'),\r\n pb.float('envLightStrength'),\r\n pb.float('envLightSpecularStrength')\r\n ]);\r\n this.camera = cameraStruct().uniform(0);\r\n this.light = lightStruct().uniform(0);\r\n const shadowTex = shadowMap.isTextureCube()\r\n ? shadowMap.isDepth()\r\n ? pb.texCubeShadow()\r\n : pb.texCube()\r\n : shadowMap.isTexture2D()\r\n ? shadowMap.isDepth()\r\n ? pb.tex2DShadow()\r\n : pb.tex2D()\r\n : shadowMap.isDepth()\r\n ? pb.tex2DArrayShadow()\r\n : pb.tex2DArray();\r\n if (\r\n !shadowMap.isDepth() &&\r\n !device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMap.format).filterable\r\n ) {\r\n shadowTex.sampleType('unfilterable-float');\r\n }\r\n this[UNIFORM_NAME_SHADOW_MAP] = shadowTex.uniform(0);\r\n this.depthTex = pb.tex2D().uniform(0);\r\n this.invViewProjMatrix = pb.mat4().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.$outputs.color = pb.vec4();\r\n // Explicit-depth cascade selection (fragCoord.z is invalid in a fullscreen\r\n // pass). Mirrors posteffect/sss.ts calculateTransmissionShadow.\r\n pb.func(\r\n 'zShadowMaskFactor',\r\n [pb.vec3('worldPos'), pb.float('depth01'), pb.float('NoL')],\r\n function () {\r\n if (numCascades > 1) {\r\n this.$l.linearDepth = pb.mul(this.depth01, this.camera.params.y);\r\n this.$l.splitDistances = this.light.cascadeDistances;\r\n this.$l.comparison = pb.vec4(pb.greaterThan(pb.vec4(this.linearDepth), this.splitDistances));\r\n this.$l.cascadeFlags = pb.vec4(\r\n pb.float(pb.greaterThan(this.light.shadowCascades, 0)),\r\n pb.float(pb.greaterThan(this.light.shadowCascades, 1)),\r\n pb.float(pb.greaterThan(this.light.shadowCascades, 2)),\r\n pb.float(pb.greaterThan(this.light.shadowCascades, 3))\r\n );\r\n this.$l.split = pb.int(pb.dot(this.comparison, this.cascadeFlags));\r\n if (device.type === 'webgl') {\r\n this.$l.shadowVertex = pb.vec4();\r\n this.$for(pb.int('cascade'), 0, 4, function () {\r\n this.$if(pb.equal(this.cascade, this.split), function () {\r\n this.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(\r\n this,\r\n pb.vec4(this.worldPos, 1),\r\n this.cascade\r\n );\r\n this.$break();\r\n });\r\n });\r\n } else {\r\n this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(\r\n this,\r\n pb.vec4(this.worldPos, 1),\r\n this.split\r\n );\r\n }\r\n this.$l.shadow = shadowMapParams.impl!.computeShadowCSM(\r\n shadowMapParams,\r\n this,\r\n this.shadowVertex,\r\n this.NoL,\r\n this.split\r\n );\r\n this.$l.shadowDistance = this.light.shadowCameraParams.w;\r\n this.shadow = pb.mix(\r\n this.shadow,\r\n 1,\r\n pb.smoothStep(\r\n pb.mul(this.shadowDistance, 0.8),\r\n this.shadowDistance,\r\n pb.distance(this.camera.position.xyz, this.worldPos)\r\n )\r\n );\r\n this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);\r\n this.$return(pb.clamp(this.shadow, 0, 1));\r\n } else {\r\n this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1));\r\n this.$l.shadow = shadowMapParams.impl!.computeShadow(\r\n shadowMapParams,\r\n this,\r\n this.shadowVertex,\r\n this.NoL\r\n );\r\n this.$l.shadowDistance = this.light.shadowCameraParams.w;\r\n this.shadow = pb.mix(\r\n this.shadow,\r\n 1,\r\n pb.smoothStep(\r\n pb.mul(this.shadowDistance, 0.8),\r\n this.shadowDistance,\r\n pb.distance(this.camera.position.xyz, this.worldPos)\r\n )\r\n );\r\n this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);\r\n this.$return(pb.clamp(this.shadow, 0, 1));\r\n }\r\n }\r\n );\r\n pb.main(function () {\r\n this.$l.pos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n this.depthTex,\r\n this.$inputs.uv,\r\n this.invViewProjMatrix,\r\n this.cameraNearFar\r\n );\r\n // NoL is unavailable in a fullscreen pass (no geometric normal); it only\r\n // feeds normal-offset bias, so a conservative 1.0 is used.\r\n this.$l.factor = this.zShadowMaskFactor(this.pos.xyz, this.pos.w, pb.float(1));\r\n this.$outputs.color = pb.vec4(this.factor);\r\n });\r\n }\r\n })!;\r\n program.name = '@ShadowMask';\r\n return 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