@zephyr3d/scene 0.9.6 → 0.9.7

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Files changed (203) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1349 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/mtoon.js +574 -0
  57. package/dist/material/mtoon.js.map +1 -0
  58. package/dist/material/pbrblueprint.js +499 -336
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +118 -100
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +324 -294
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/subsurfaceprofile.js +812 -0
  67. package/dist/material/subsurfaceprofile.js.map +1 -0
  68. package/dist/material/unlit.js +1 -1
  69. package/dist/material/unlit.js.map +1 -1
  70. package/dist/posteffect/compositor.js +46 -11
  71. package/dist/posteffect/compositor.js.map +1 -1
  72. package/dist/posteffect/ssr.js +422 -96
  73. package/dist/posteffect/ssr.js.map +1 -1
  74. package/dist/posteffect/sss.js +1053 -0
  75. package/dist/posteffect/sss.js.map +1 -0
  76. package/dist/posteffect/taa.js +61 -60
  77. package/dist/posteffect/taa.js.map +1 -1
  78. package/dist/render/abuffer_oit.js +63 -12
  79. package/dist/render/abuffer_oit.js.map +1 -1
  80. package/dist/render/cluster_light.js +6 -5
  81. package/dist/render/cluster_light.js.map +1 -1
  82. package/dist/render/drawable.js +1 -5
  83. package/dist/render/drawable.js.map +1 -1
  84. package/dist/render/drawable_mixin.js +2 -1
  85. package/dist/render/drawable_mixin.js.map +1 -1
  86. package/dist/render/fbm_wavegenerator.js +2 -1
  87. package/dist/render/fbm_wavegenerator.js.map +1 -1
  88. package/dist/render/gerstner_wavegenerator.js +2 -1
  89. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  90. package/dist/render/globalbindgroup_allocator.js +2 -1
  91. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  92. package/dist/render/lightpass.js +110 -23
  93. package/dist/render/lightpass.js.map +1 -1
  94. package/dist/render/render_queue.js +51 -8
  95. package/dist/render/render_queue.js.map +1 -1
  96. package/dist/render/renderer.js +80 -66
  97. package/dist/render/renderer.js.map +1 -1
  98. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  99. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  100. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  101. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  102. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  103. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  104. package/dist/render/rendergraph/history_resources.js +3 -1
  105. package/dist/render/rendergraph/history_resources.js.map +1 -1
  106. package/dist/render/rendergraph/types.js.map +1 -1
  107. package/dist/render/renderpass.js +10 -4
  108. package/dist/render/renderpass.js.map +1 -1
  109. package/dist/render/sky.js +31 -1
  110. package/dist/render/sky.js.map +1 -1
  111. package/dist/render/weightedblended_oit.js +23 -5
  112. package/dist/render/weightedblended_oit.js.map +1 -1
  113. package/dist/scene/basesprite.js +4 -2
  114. package/dist/scene/basesprite.js.map +1 -1
  115. package/dist/scene/batchgroup.js +3 -1
  116. package/dist/scene/batchgroup.js.map +1 -1
  117. package/dist/scene/environment.js +11 -1
  118. package/dist/scene/environment.js.map +1 -1
  119. package/dist/scene/light.js +21 -3
  120. package/dist/scene/light.js.map +1 -1
  121. package/dist/scene/mesh.js +29 -14
  122. package/dist/scene/mesh.js.map +1 -1
  123. package/dist/scene/meshdrawable.js +6 -0
  124. package/dist/scene/meshdrawable.js.map +1 -1
  125. package/dist/scene/msdftext.js +5 -2
  126. package/dist/scene/msdftext.js.map +1 -1
  127. package/dist/scene/msdftextsprite.js +5 -3
  128. package/dist/scene/msdftextsprite.js.map +1 -1
  129. package/dist/scene/particlesys.js +3 -1
  130. package/dist/scene/particlesys.js.map +1 -1
  131. package/dist/scene/scene.js +6 -5
  132. package/dist/scene/scene.js.map +1 -1
  133. package/dist/scene/terrain-cm/grass.js +4 -2
  134. package/dist/scene/terrain-cm/grass.js.map +1 -1
  135. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  136. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  137. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  138. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  139. package/dist/scene/water.js +4 -2
  140. package/dist/scene/water.js.map +1 -1
  141. package/dist/shaders/shadow.js +26 -393
  142. package/dist/shaders/shadow.js.map +1 -1
  143. package/dist/shadow/esm.js +112 -12
  144. package/dist/shadow/esm.js.map +1 -1
  145. package/dist/shadow/pcf_opt.js +2 -2
  146. package/dist/shadow/pcf_opt.js.map +1 -1
  147. package/dist/shadow/pcf_pd.js +19 -10
  148. package/dist/shadow/pcf_pd.js.map +1 -1
  149. package/dist/shadow/shader.js +58 -7
  150. package/dist/shadow/shader.js.map +1 -1
  151. package/dist/shadow/shadow_impl.js +6 -0
  152. package/dist/shadow/shadow_impl.js.map +1 -1
  153. package/dist/shadow/shadow_region.js +229 -0
  154. package/dist/shadow/shadow_region.js.map +1 -0
  155. package/dist/shadow/shadowmapper.js +67 -59
  156. package/dist/shadow/shadowmapper.js.map +1 -1
  157. package/dist/shadow/vsm.js +45 -19
  158. package/dist/shadow/vsm.js.map +1 -1
  159. package/dist/utility/blueprint/common/constants.js +8 -8
  160. package/dist/utility/blueprint/common/constants.js.map +1 -1
  161. package/dist/utility/blueprint/material/pbr.js +31 -4
  162. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  163. package/dist/utility/blueprint/material/texture.js +1 -17
  164. package/dist/utility/blueprint/material/texture.js.map +1 -1
  165. package/dist/utility/serialization/manager.js +327 -359
  166. package/dist/utility/serialization/manager.js.map +1 -1
  167. package/dist/utility/serialization/scene/animation.js +5 -2
  168. package/dist/utility/serialization/scene/animation.js.map +1 -1
  169. package/dist/utility/serialization/scene/batch.js +4 -1
  170. package/dist/utility/serialization/scene/batch.js.map +1 -1
  171. package/dist/utility/serialization/scene/camera.js +249 -54
  172. package/dist/utility/serialization/scene/camera.js.map +1 -1
  173. package/dist/utility/serialization/scene/common.js +37 -1
  174. package/dist/utility/serialization/scene/common.js.map +1 -1
  175. package/dist/utility/serialization/scene/light.js +42 -3
  176. package/dist/utility/serialization/scene/light.js.map +1 -1
  177. package/dist/utility/serialization/scene/material.js +1112 -646
  178. package/dist/utility/serialization/scene/material.js.map +1 -1
  179. package/dist/utility/serialization/scene/mesh.js +7 -4
  180. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  181. package/dist/utility/serialization/scene/node.js +31 -12
  182. package/dist/utility/serialization/scene/node.js.map +1 -1
  183. package/dist/utility/serialization/scene/particle.js +4 -1
  184. package/dist/utility/serialization/scene/particle.js.map +1 -1
  185. package/dist/utility/serialization/scene/primitive.js +3 -1
  186. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  187. package/dist/utility/serialization/scene/scene.js +18 -0
  188. package/dist/utility/serialization/scene/scene.js.map +1 -1
  189. package/dist/utility/serialization/scene/sprite.js +6 -3
  190. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  191. package/dist/utility/serialization/scene/terrain.js +5 -2
  192. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  193. package/dist/utility/serialization/scene/text.js +3 -1
  194. package/dist/utility/serialization/scene/text.js.map +1 -1
  195. package/dist/utility/serialization/scene/water.js +4 -1
  196. package/dist/utility/serialization/scene/water.js.map +1 -1
  197. package/dist/utility/textures/ltcdata.js +6 -0
  198. package/dist/utility/textures/ltcdata.js.map +1 -0
  199. package/dist/utility/textures/ltclut.js +61 -0
  200. package/dist/utility/textures/ltclut.js.map +1 -0
  201. package/dist/values.js +9 -1
  202. package/dist/values.js.map +1 -1
  203. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"shadow.js","sources":["../../src/shaders/shadow.ts"],"sourcesContent":["import type { TextureFormat, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { hasDepthChannel } from '@zephyr3d/device';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from './misc';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { interleavedGradientNoise } from './noise';\r\nimport { getDevice } from '../app/api';\r\n\r\n/*\r\n const PCF_KERNEL_3x3 = [\r\n [0.5, 1.0, 0.5],\r\n [1.0, 1.0, 1.0],\r\n [0.5, 1.0, 0.5]\r\n ];\r\n const PCF_KERNEL_SUM_3x3 = 7;\r\n\r\n const PCF_KERNEL_5x5 = [\r\n [0.0, 0.5, 1.0, 0.5, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 0.5, 1.0, 0.5, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_5x5 = 17;\r\n\r\n const PCF_KERNEL_7x7 = [\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_7x7 = 33;\r\n\r\n const PCF_KERNEL_9x9 = [\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_9x9 = 53;\r\n */\r\n\r\nconst PCF_POISSON_DISC = [\r\n [0.511749, 0.547686],\r\n [0.58929, 0.257224],\r\n [0.165018, 0.57663],\r\n [0.407692, 0.742285],\r\n [0.707012, 0.646523],\r\n [0.31463, 0.466825],\r\n [0.801257, 0.485186],\r\n [0.418136, 0.146517],\r\n [0.579889, 0.0368284],\r\n [0.79801, 0.140114],\r\n [-0.0413185, 0.371455],\r\n [-0.0529108, 0.627352],\r\n [0.0821375, 0.882071],\r\n [0.17308, 0.301207],\r\n [-0.120452, 0.867216],\r\n [0.371096, 0.916454],\r\n [-0.178381, 0.146101],\r\n [-0.276489, 0.550525],\r\n [0.12542, 0.126643],\r\n [-0.296654, 0.286879],\r\n [0.261744, -0.00604975],\r\n [-0.213417, 0.715776],\r\n [0.425684, -0.153211],\r\n [-0.480054, 0.321357],\r\n [-0.0717878, -0.0250567],\r\n [-0.328775, -0.169666],\r\n [-0.394923, 0.130802],\r\n [-0.553681, -0.176777],\r\n [-0.722615, 0.120616],\r\n [-0.693065, 0.309017],\r\n [0.603193, 0.791471],\r\n [-0.0754941, -0.297988],\r\n [0.109303, -0.156472],\r\n [0.260605, -0.280111],\r\n [0.129731, -0.487954],\r\n [-0.537315, 0.520494],\r\n [-0.42758, 0.800607],\r\n [0.77309, -0.0728102],\r\n [0.908777, 0.328356],\r\n [0.985341, 0.0759158],\r\n [0.947536, -0.11837],\r\n [-0.103315, -0.610747],\r\n [0.337171, -0.584],\r\n [0.210919, -0.720055],\r\n [0.41894, -0.36769],\r\n [-0.254228, -0.49368],\r\n [-0.428562, -0.404037],\r\n [-0.831732, -0.189615],\r\n [-0.922642, 0.0888026],\r\n [-0.865914, 0.427795],\r\n [0.706117, -0.311662],\r\n [0.545465, -0.520942],\r\n [-0.695738, 0.664492],\r\n [0.389421, -0.899007],\r\n [0.48842, -0.708054],\r\n [0.760298, -0.62735],\r\n [-0.390788, -0.707388],\r\n [-0.591046, -0.686721],\r\n [-0.769903, -0.413775],\r\n [-0.604457, -0.502571],\r\n [-0.557234, 0.00451362],\r\n [0.147572, -0.924353],\r\n [-0.0662488, -0.892081],\r\n [0.863832, -0.4072]\r\n];\r\n\r\nfunction getShadowMapTexelSize(scope: PBInsideFunctionScope) {\r\n return scope.$builder.div(1, ShaderHelper.getShadowCameraParams(scope).z) as PBShaderExp;\r\n}\r\n\r\nfunction getShadowMapSize(scope: PBInsideFunctionScope) {\r\n return ShaderHelper.getShadowCameraParams(scope).z as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function computeShadowMapDepth(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n targetFormat: TextureFormat\r\n) {\r\n const funcNameComputeShadowMapDepth = 'Z_computeShadowMapDepth';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadowMapDepth, [pb.vec3('worldPos')], function () {\r\n if (hasDepthChannel(targetFormat)) {\r\n // use native shadowmap\r\n this.$return(\r\n pb.vec4(\r\n pb.emulateDepthClamp ? pb.clamp(scope.$inputs.clamppedDepth, 0, 1) : scope.$builtins.fragCoord.z,\r\n 0,\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.depth = pb.float();\r\n this.$l.lightType = ShaderHelper.getLightTypeForShadow(this);\r\n this.$if(\r\n pb.or(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), pb.equal(this.lightType, LIGHT_TYPE_RECT)),\r\n function () {\r\n this.depth = pb.emulateDepthClamp\r\n ? pb.clamp(this.$inputs.clamppedDepth, 0, 1)\r\n : this.$builtins.fragCoord.z;\r\n }\r\n )\r\n .$elseif(pb.equal(this.lightType, LIGHT_TYPE_POINT), function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.length(this.lightSpacePos.xyz), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n })\r\n .$else(function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.neg(this.lightSpacePos.z), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n });\r\n this.$return(\r\n targetFormat === 'rgba8unorm'\r\n ? encodeNormalizedFloatToRGBA(this, this.depth)\r\n : pb.vec4(this.depth, 0, 0, 1)\r\n );\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadowMapDepth](worldPos) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function computeReceiverPlaneDepthBias(scope: PBInsideFunctionScope, texCoord: PBShaderExp) {\r\n const funcNameComputeReceiverPlaneDepthBias = 'lib_computeReceiverPlaneDepthBias';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeReceiverPlaneDepthBias, [pb.vec4('coords')], function () {\r\n this.$l.dx = pb.dpdx(this.coords);\r\n this.$l.dy = pb.dpdy(this.coords);\r\n this.$l.biasMultiply = pb.float(1);\r\n this.$l.uv = pb.vec2(\r\n pb.sub(pb.mul(this.dy.y, this.dx.z), pb.mul(this.dx.y, this.dy.z)),\r\n pb.sub(pb.mul(this.dx.x, this.dy.z), pb.mul(this.dy.x, this.dx.z))\r\n );\r\n this.$l.uv = pb.mul(\r\n this.$l.uv,\r\n pb.div(this.biasMultiply, pb.sub(pb.mul(this.dx.x, this.dy.y), pb.mul(this.dx.y, this.dy.x)))\r\n );\r\n // from unity shader\r\n this.$l.minFractionalError = pb.float(0.01);\r\n this.$l.fractionalSamplingError = pb.dot(pb.vec2(getShadowMapTexelSize(this)), pb.abs(this.$l.uv));\r\n this.$l.staticBias = pb.min(this.$l.fractionalSamplingError, this.$l.minFractionalError);\r\n // return\r\n this.$return(pb.vec3(this.$l.uv, this.$l.staticBias));\r\n });\r\n return pb.getGlobalScope()[funcNameComputeReceiverPlaneDepthBias](texCoord) as PBShaderExp;\r\n}\r\n\r\nfunction getRandomRotationMatrix(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const funcNameGetRandomRotationMatrix = 'lib_getRandomRotationMatrix';\r\n const pb = scope.$builder;\r\n pb.func(funcNameGetRandomRotationMatrix, [pb.vec2('fragCoord')], function () {\r\n this.$l.randomAngle = pb.mul(interleavedGradientNoise(this, fragCoord), 2 * Math.PI);\r\n this.$l.randomBase = pb.vec2(pb.cos(this.randomAngle), pb.sin(this.randomAngle));\r\n this.$return(pb.mat2(this.randomBase.x, this.randomBase.y, pb.neg(this.randomBase.y), this.randomBase.x));\r\n });\r\n return pb.getGlobalScope()[funcNameGetRandomRotationMatrix](fragCoord) as PBShaderExp;\r\n}\r\n\r\nfunction getPoissonDiscSampleRadius(scope: PBInsideFunctionScope) {\r\n return ShaderHelper.getDepthBiasValues(scope).z as PBShaderExp;\r\n}\r\n\r\nfunction sampleShadowMapPCF(\r\n scope: PBInsideFunctionScope,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n offset: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcName = cascade ? 'lib_sampleShadowMapCascadePCF' : 'lib_sampleShadowMapPCF';\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcName,\r\n [pb.vec2('coords'), pb.float('z'), pb.vec2('offset'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n const sampleDepth = this.z;\r\n const uv = pb.add(this.coords, this.offset);\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n uv,\r\n this.cascade,\r\n sampleDepth\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), uv, sampleDepth)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), uv, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(sampleDepth, this.shadowTex.x));\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](pos, depth, offset, ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\nfunction sampleShadowMap(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameSampleShadowMap = 'lib_sampleShadowMap';\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcNameSampleShadowMap,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('coords') : pb.vec2('coords'),\r\n pb.float('z'),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z), 0, 1)\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n } else {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n this.cascade,\r\n this.z\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n }\r\n }\r\n );\r\n return (\r\n cascade\r\n ? pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth, cascade)\r\n : pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth)\r\n ) as PBShaderExp;\r\n}\r\n\r\nfunction chebyshevUpperBound(scope: PBInsideFunctionScope, distance: PBShaderExp, occluder: PBShaderExp) {\r\n const funcNameChebyshevUpperBound = 'lib_chebyshevUpperBound';\r\n const pb = scope.$builder;\r\n pb.func(funcNameChebyshevUpperBound, [pb.float('distance'), pb.vec2('occluder')], function () {\r\n this.$l.shadow = pb.float(1);\r\n this.$l.test = pb.step(this.distance, this.occluder.x);\r\n this.$if(pb.notEqual(this.test, 1), function () {\r\n this.$l.d = pb.sub(this.distance, this.occluder.x);\r\n this.$l.variance = pb.max(pb.mul(this.occluder.y, this.occluder.y), 0);\r\n const darkness = ShaderHelper.getDepthBiasValues(this).z;\r\n this.shadow = pb.div(this.variance, pb.add(this.variance, pb.mul(this.d, this.d)));\r\n this.shadow = pb.clamp(pb.div(pb.sub(this.shadow, darkness), pb.sub(1, darkness)), 0, 1);\r\n });\r\n this.$return(this.shadow);\r\n });\r\n return pb.getGlobalScope()[funcNameChebyshevUpperBound](distance, occluder) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowVSM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n texCoord: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowVSM = 'lib_filterShadowVSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowVSM,\r\n [pb.vec4('texCoord'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xyz, 0);\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.w,\r\n shadowMapFormat === 'rgba8unorm' ? decode2HalfFromRGBA(this, this.shadowTex) : this.shadowTex.rg\r\n )\r\n );\r\n } else {\r\n if (getDevice().type !== 'webgl' && cascade) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.texCoord.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xy, 0);\r\n }\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.z,\r\n shadowMapFormat === 'rgba8unorm' ? decode2HalfFromRGBA(this, this.shadowTex) : this.shadowTex.rg\r\n )\r\n );\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameFilterShadowVSM](texCoord, ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowESM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n shadowVertex: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowESM = 'lib_filterShadowESM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowESM,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('shadowVertex') : pb.vec4('shadowVertex'),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.depth = pb.div(\r\n pb.length(this.shadowVertex.xyz),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xyz, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n } else {\r\n if (cascade && getDevice().type !== 'webgl') {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowVertex.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xy, 0);\r\n }\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n if (lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowVertex.z,\r\n this.nearFar\r\n );\r\n } else {\r\n this.$l.depth = this.shadowVertex.z;\r\n }\r\n }\r\n const depthScale = ShaderHelper.getDepthBiasValues(this).z;\r\n this.$return(\r\n pb.clamp(pb.exp(pb.min(87, pb.mul(depthScale, pb.sub(this.shadowTex.x, this.depth)))), 0, 1)\r\n );\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [funcNameFilterShadowESM](shadowVertex, ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPCF(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n kernelSize: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowPCF = `lib_filterShadowPCF${kernelSize}x${kernelSize}`;\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPCF,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n const shadowMapTexelSize = getShadowMapTexelSize(this);\r\n this.$l.uv = pb.add(pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this))), pb.vec2(0));\r\n this.$l.st = pb.fract(this.uv);\r\n this.$l.baseUV = pb.sub(pb.floor(this.uv), pb.vec2(0.5));\r\n this.baseUV = pb.mul(this.baseUV, shadowMapTexelSize);\r\n this.$l.shadow = pb.float(0);\r\n if (kernelSize === 3) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(3), pb.mul(2, this.st));\r\n this.$l.uvw1 = pb.add(pb.vec2(1), pb.mul(2, this.st));\r\n this.$l.u = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.x), this.uvw0.x), 1),\r\n pb.add(pb.div(this.st.x, this.uvw1.x), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.y), this.uvw0.y), 1),\r\n pb.add(pb.div(this.st.y, this.uvw1.y), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 16);\r\n } else if (kernelSize === 5) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(4), pb.mul(this.st, 3));\r\n this.$l.uvw1 = pb.vec2(7);\r\n this.$l.uvw2 = pb.add(pb.vec2(1), pb.mul(this.st, 3));\r\n this.$l.u = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.x, 2)), this.uvw0.x), 2),\r\n pb.div(pb.add(this.st.x, 3), this.uvw1.x),\r\n pb.add(pb.div(this.st.x, this.uvw2.x), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.y, 2)), this.uvw0.y), 2),\r\n pb.div(pb.add(this.st.y, 3), this.uvw1.y),\r\n pb.add(pb.div(this.st.y, this.uvw2.y), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 144);\r\n } else if (kernelSize === 7) {\r\n this.$l.uvw0 = pb.sub(pb.mul(this.st, 5), pb.vec2(6));\r\n this.$l.uvw1 = pb.sub(pb.mul(this.st, 11), pb.vec2(28));\r\n this.$l.uvw2 = pb.sub(pb.mul(this.st, -11), pb.vec2(17));\r\n this.$l.uvw3 = pb.sub(pb.mul(this.st, -5), 1);\r\n this.$l.u = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 5), this.uvw0.x), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 16), this.uvw1.x), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.x, -7), 5), this.uvw2.x), 1),\r\n pb.add(pb.div(pb.neg(this.st.x), this.uvw3.x), 3)\r\n );\r\n this.$l.v = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 5), this.uvw0.y), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 16), this.uvw1.y), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.y, -7), 5), this.uvw2.y), 1),\r\n pb.add(pb.div(pb.neg(this.st.y), this.uvw3.y), 3)\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 2704);\r\n }\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPCF\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPoissonDisc(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n tapCount: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowPoissonDisc = 'lib_filterShadowPoissonDisc';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPoissonDisc,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n this.$l.duv = pb.vec2();\r\n this.$l.filterRadius = pb.mul(getShadowMapTexelSize(this), getPoissonDiscSampleRadius(this));\r\n this.$l.matrix = getRandomRotationMatrix(this, this.$builtins.fragCoord.xy);\r\n this.$l.shadow = pb.float(0);\r\n for (let i = 0; i < tapCount; i++) {\r\n this.duv = pb.mul(\r\n this.matrix,\r\n pb.mul(pb.vec2(PCF_POISSON_DISC[i][0], PCF_POISSON_DISC[i][1]), this.filterRadius)\r\n );\r\n const sampleDepth = receiverPlaneDepthBias\r\n ? pb.add(this.lightDepth, pb.dot(this.duv, this.receiverPlaneDepthBias.xy))\r\n : this.lightDepth;\r\n this.shadow = pb.add(\r\n this.shadow,\r\n sampleShadowMap(\r\n this,\r\n lightType,\r\n shadowMapFormat,\r\n pb.add(this.texCoord.xy, this.duv),\r\n sampleDepth,\r\n this.cascade\r\n )\r\n );\r\n }\r\n this.shadow = pb.div(this.shadow, tapCount);\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPoissonDisc\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? [cascade] : [])) as 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+ {"version":3,"file":"shadow.js","sources":["../../src/shaders/shadow.ts"],"sourcesContent":["import type { TextureFormat, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { hasDepthChannel } from '@zephyr3d/device';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from './misc';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { smoothNoise3D } from './noise';\r\nimport { getDevice } from '../app/api';\r\n\r\n/*\r\n const PCF_KERNEL_3x3 = [\r\n [0.5, 1.0, 0.5],\r\n [1.0, 1.0, 1.0],\r\n [0.5, 1.0, 0.5]\r\n ];\r\n const PCF_KERNEL_SUM_3x3 = 7;\r\n\r\n const PCF_KERNEL_5x5 = [\r\n [0.0, 0.5, 1.0, 0.5, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 0.5, 1.0, 0.5, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_5x5 = 17;\r\n\r\n const PCF_KERNEL_7x7 = [\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_7x7 = 33;\r\n\r\n const PCF_KERNEL_9x9 = [\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_9x9 = 53;\r\n */\r\n\r\nconst PCF_POISSON_DISC = [\r\n [0.511749, 0.547686],\r\n [0.58929, 0.257224],\r\n [0.165018, 0.57663],\r\n [0.407692, 0.742285],\r\n [0.707012, 0.646523],\r\n [0.31463, 0.466825],\r\n [0.801257, 0.485186],\r\n [0.418136, 0.146517],\r\n [0.579889, 0.0368284],\r\n [0.79801, 0.140114],\r\n [-0.0413185, 0.371455],\r\n [-0.0529108, 0.627352],\r\n [0.0821375, 0.882071],\r\n [0.17308, 0.301207],\r\n [-0.120452, 0.867216],\r\n [0.371096, 0.916454],\r\n [-0.178381, 0.146101],\r\n [-0.276489, 0.550525],\r\n [0.12542, 0.126643],\r\n [-0.296654, 0.286879],\r\n [0.261744, -0.00604975],\r\n [-0.213417, 0.715776],\r\n [0.425684, -0.153211],\r\n [-0.480054, 0.321357],\r\n [-0.0717878, -0.0250567],\r\n [-0.328775, -0.169666],\r\n [-0.394923, 0.130802],\r\n [-0.553681, -0.176777],\r\n [-0.722615, 0.120616],\r\n [-0.693065, 0.309017],\r\n [0.603193, 0.791471],\r\n [-0.0754941, -0.297988],\r\n [0.109303, -0.156472],\r\n [0.260605, -0.280111],\r\n [0.129731, -0.487954],\r\n [-0.537315, 0.520494],\r\n [-0.42758, 0.800607],\r\n [0.77309, -0.0728102],\r\n [0.908777, 0.328356],\r\n [0.985341, 0.0759158],\r\n [0.947536, -0.11837],\r\n [-0.103315, -0.610747],\r\n [0.337171, -0.584],\r\n [0.210919, -0.720055],\r\n [0.41894, -0.36769],\r\n [-0.254228, -0.49368],\r\n [-0.428562, -0.404037],\r\n [-0.831732, -0.189615],\r\n [-0.922642, 0.0888026],\r\n [-0.865914, 0.427795],\r\n [0.706117, -0.311662],\r\n [0.545465, -0.520942],\r\n [-0.695738, 0.664492],\r\n [0.389421, -0.899007],\r\n [0.48842, -0.708054],\r\n [0.760298, -0.62735],\r\n [-0.390788, -0.707388],\r\n [-0.591046, -0.686721],\r\n [-0.769903, -0.413775],\r\n [-0.604457, -0.502571],\r\n [-0.557234, 0.00451362],\r\n [0.147572, -0.924353],\r\n [-0.0662488, -0.892081],\r\n [0.863832, -0.4072]\r\n];\r\n\r\nfunction getShadowMapTexelSize(scope: PBInsideFunctionScope) {\r\n return scope.$builder.div(1, ShaderHelper.getShadowCameraParams(scope).z) as PBShaderExp;\r\n}\r\n\r\nfunction getShadowMapSize(scope: PBInsideFunctionScope) {\r\n return ShaderHelper.getShadowCameraParams(scope).z as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function computeShadowMapDepth(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n targetFormat: TextureFormat\r\n) {\r\n const funcNameComputeShadowMapDepth = 'Z_computeShadowMapDepth';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadowMapDepth, [pb.vec3('worldPos')], function () {\r\n if (hasDepthChannel(targetFormat)) {\r\n // use native shadowmap\r\n this.$return(\r\n pb.vec4(\r\n pb.emulateDepthClamp ? pb.clamp(scope.$inputs.clamppedDepth, 0, 1) : scope.$builtins.fragCoord.z,\r\n 0,\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.depth = pb.float();\r\n this.$l.lightType = ShaderHelper.getLightTypeForShadow(this);\r\n this.$if(\r\n pb.or(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), pb.equal(this.lightType, LIGHT_TYPE_RECT)),\r\n function () {\r\n this.depth = pb.emulateDepthClamp\r\n ? pb.clamp(this.$inputs.clamppedDepth, 0, 1)\r\n : this.$builtins.fragCoord.z;\r\n }\r\n )\r\n .$elseif(pb.equal(this.lightType, LIGHT_TYPE_POINT), function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.length(this.lightSpacePos.xyz), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n })\r\n .$else(function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.neg(this.lightSpacePos.z), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n });\r\n this.$return(\r\n targetFormat === 'rgba8unorm'\r\n ? encodeNormalizedFloatToRGBA(this, this.depth)\r\n : pb.vec4(this.depth, 0, 0, 1)\r\n );\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadowMapDepth](worldPos) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function computeReceiverPlaneDepthBias(scope: PBInsideFunctionScope, texCoord: PBShaderExp) {\r\n const funcNameComputeReceiverPlaneDepthBias = 'lib_computeReceiverPlaneDepthBias';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeReceiverPlaneDepthBias, [pb.vec4('coords')], function () {\r\n this.$l.dx = pb.dpdx(this.coords);\r\n this.$l.dy = pb.dpdy(this.coords);\r\n this.$l.biasMultiply = pb.float(1);\r\n this.$l.uv = pb.vec2(\r\n pb.sub(pb.mul(this.dy.y, this.dx.z), pb.mul(this.dx.y, this.dy.z)),\r\n pb.sub(pb.mul(this.dx.x, this.dy.z), pb.mul(this.dy.x, this.dx.z))\r\n );\r\n this.$l.uv = pb.mul(\r\n this.$l.uv,\r\n pb.div(this.biasMultiply, pb.sub(pb.mul(this.dx.x, this.dy.y), pb.mul(this.dx.y, this.dy.x)))\r\n );\r\n // from unity shader\r\n this.$l.minFractionalError = pb.float(0.01);\r\n this.$l.fractionalSamplingError = pb.dot(pb.vec2(getShadowMapTexelSize(this)), pb.abs(this.$l.uv));\r\n this.$l.staticBias = pb.min(this.$l.fractionalSamplingError, this.$l.minFractionalError);\r\n // return\r\n this.$return(pb.vec3(this.$l.uv, this.$l.staticBias));\r\n });\r\n return pb.getGlobalScope()[funcNameComputeReceiverPlaneDepthBias](texCoord) as PBShaderExp;\r\n}\r\n\r\nfunction getRandomRotationMatrix(scope: PBInsideFunctionScope, sampleCoord: PBShaderExp) {\r\n const funcNameGetRandomRotationMatrix = 'lib_getRandomRotationMatrix';\r\n const pb = scope.$builder;\r\n pb.func(funcNameGetRandomRotationMatrix, [pb.vec2('sampleCoord')], function () {\r\n this.$l.randomAngle = pb.mul(\r\n smoothNoise3D(this, pb.vec3(pb.mul(this.sampleCoord, 0.35), 0)),\r\n 2 * Math.PI\r\n );\r\n this.$l.randomBase = pb.vec2(pb.cos(this.randomAngle), pb.sin(this.randomAngle));\r\n this.$return(pb.mat2(this.randomBase.x, this.randomBase.y, pb.neg(this.randomBase.y), this.randomBase.x));\r\n });\r\n return pb.getGlobalScope()[funcNameGetRandomRotationMatrix](sampleCoord) as PBShaderExp;\r\n}\r\n\r\nfunction getPoissonDiscSampleRadius(scope: PBInsideFunctionScope) {\r\n return ShaderHelper.getDepthBiasValues(scope).z as PBShaderExp;\r\n}\r\n\r\nfunction sampleShadowMapPCF(\r\n scope: PBInsideFunctionScope,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n offset: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcName = `${cascade ? 'lib_sampleShadowMapCascadePCF' : 'lib_sampleShadowMapPCF'}_${shadowMapFormat}`;\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcName,\r\n [pb.vec2('coords'), pb.float('z'), pb.vec2('offset'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n const sampleDepth = this.z;\r\n const uv = pb.add(this.coords, this.offset);\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n uv,\r\n this.cascade,\r\n sampleDepth\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), uv, sampleDepth)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), uv, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(sampleDepth, this.shadowTex.x));\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](pos, depth, offset, ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\nfunction sampleShadowMap(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameSampleShadowMap = `lib_sampleShadowMap_${lightType}_${shadowMapFormat}_${cascade ? 1 : 0}`;\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcNameSampleShadowMap,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('coords') : pb.vec2('coords'),\r\n pb.float('z'),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z), 0, 1)\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n } else {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n this.cascade,\r\n this.z\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n }\r\n }\r\n );\r\n return (\r\n cascade\r\n ? pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth, cascade)\r\n : pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth)\r\n ) as PBShaderExp;\r\n}\r\n\r\nfunction sampleShadowMapPoissonTap(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n depth: PBShaderExp,\r\n filterRadius: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcName = `lib_sampleShadowMapPoissonTap_${lightType}_${shadowMapFormat}_${cascade ? 1 : 0}`;\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcName,\r\n [pb.vec2('coords'), pb.float('z'), pb.float('filterRadius'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n this.$l.tap = pb.float(0);\r\n this.$l.tapCoord = pb.vec2();\r\n this.$l.tapInside = pb.bool();\r\n const offsets = [\r\n [-0.375, -0.375],\r\n [0.375, -0.375],\r\n [-0.375, 0.375],\r\n [0.375, 0.375]\r\n ];\r\n for (const [ox, oy] of offsets) {\r\n this.tapCoord = pb.add(this.coords, pb.mul(pb.vec2(ox, oy), this.filterRadius));\r\n this.tapInside = pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.tapCoord.x, 0),\r\n pb.lessThanEqual(this.tapCoord.x, 1),\r\n pb.greaterThanEqual(this.tapCoord.y, 0),\r\n pb.lessThanEqual(this.tapCoord.y, 1)\r\n )\r\n );\r\n this.$if(this.tapInside, function () {\r\n this.tap = pb.add(\r\n this.tap,\r\n sampleShadowMap(this, lightType, shadowMapFormat, this.tapCoord, this.z, this.cascade)\r\n );\r\n }).$else(function () {\r\n this.tap = pb.add(this.tap, 1);\r\n });\r\n }\r\n this.$return(pb.mul(this.tap, 0.25));\r\n }\r\n );\r\n return (\r\n cascade\r\n ? pb.getGlobalScope()[funcName](pos, depth, filterRadius, cascade)\r\n : pb.getGlobalScope()[funcName](pos, depth, filterRadius)\r\n ) as PBShaderExp;\r\n}\r\n\r\nfunction chebyshevUpperBound(scope: PBInsideFunctionScope, distance: PBShaderExp, occluder: PBShaderExp) {\r\n const funcNameChebyshevUpperBound = 'lib_chebyshevUpperBound';\r\n const pb = scope.$builder;\r\n pb.func(funcNameChebyshevUpperBound, [pb.float('distance'), pb.vec3('occluder')], function () {\r\n this.$l.shadow = pb.float(1);\r\n this.$l.coverage = this.occluder.z;\r\n this.$l.invCoverage = pb.div(1, pb.max(this.coverage, 0.00001));\r\n this.$l.moments = pb.mul(this.occluder.xy, this.invCoverage);\r\n this.$l.test = pb.step(this.distance, this.moments.x);\r\n this.$if(pb.notEqual(this.test, 1), function () {\r\n this.$l.d = pb.sub(this.distance, this.moments.x);\r\n this.$l.variance = pb.max(pb.sub(this.moments.y, pb.mul(this.moments.x, this.moments.x)), 0.000002);\r\n const darkness = ShaderHelper.getDepthBiasValues(this).z;\r\n this.shadow = pb.div(this.variance, pb.add(this.variance, pb.mul(this.d, this.d)));\r\n this.shadow = pb.clamp(pb.div(pb.sub(this.shadow, darkness), pb.sub(1, darkness)), 0, 1);\r\n });\r\n this.shadow = pb.mix(1, this.shadow, pb.clamp(this.coverage, 0, 1));\r\n this.$return(this.shadow);\r\n });\r\n return pb.getGlobalScope()[funcNameChebyshevUpperBound](distance, occluder) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowVSM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n texCoord: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowVSM = 'lib_filterShadowVSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowVSM,\r\n [pb.vec4('texCoord'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xyz, 0);\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.w,\r\n shadowMapFormat === 'rgba8unorm'\r\n ? pb.vec3(decode2HalfFromRGBA(this, this.shadowTex), 1)\r\n : this.shadowTex.rgb\r\n )\r\n );\r\n } else {\r\n if (getDevice().type !== 'webgl' && cascade) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.texCoord.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xy, 0);\r\n }\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.z,\r\n shadowMapFormat === 'rgba8unorm'\r\n ? pb.vec3(decode2HalfFromRGBA(this, this.shadowTex), 1)\r\n : this.shadowTex.rgb\r\n )\r\n );\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameFilterShadowVSM](texCoord, ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowESM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n logSpace: boolean,\r\n shadowVertex: PBShaderExp,\r\n cascade?: PBShaderExp,\r\n depthBias?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowESM = 'lib_filterShadowESM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowESM,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('shadowVertex') : pb.vec4('shadowVertex'),\r\n ...(cascade ? [pb.int('cascade')] : []),\r\n ...(depthBias ? [pb.float('depthBias')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.depth = pb.div(\r\n pb.length(this.shadowVertex.xyz),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xyz, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n } else {\r\n if (cascade && getDevice().type !== 'webgl') {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowVertex.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xy, 0);\r\n }\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n if (lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowVertex.z,\r\n this.nearFar\r\n );\r\n } else {\r\n this.$l.depth = this.shadowVertex.z;\r\n }\r\n }\r\n if (depthBias) {\r\n this.depth = pb.max(0, pb.sub(this.depth, this.depthBias));\r\n }\r\n const depthScale = ShaderHelper.getDepthBiasValues(this).z;\r\n this.$l.shadow = logSpace\r\n ? pb.clamp(pb.exp(pb.min(87, pb.sub(this.shadowTex.x, pb.mul(depthScale, this.depth)))), 0, 1)\r\n : pb.clamp(pb.exp(pb.min(87, pb.mul(depthScale, pb.sub(this.shadowTex.x, this.depth)))), 0, 1);\r\n if (shadowMapFormat !== 'rgba8unorm') {\r\n this.shadow = pb.mix(1, this.shadow, pb.clamp(this.shadowTex.y, 0, 1));\r\n }\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowESM\r\n ](shadowVertex, ...(cascade ? [cascade] : []), ...(depthBias ? [depthBias] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPCF(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n kernelSize: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowPCF = `lib_filterShadowPCF${kernelSize}x${kernelSize}`;\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPCF,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n const shadowMapTexelSize = getShadowMapTexelSize(this);\r\n this.$l.uv = pb.add(pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this))), pb.vec2(0));\r\n this.$l.st = pb.fract(this.uv);\r\n this.$l.baseUV = pb.sub(pb.floor(this.uv), pb.vec2(0.5));\r\n this.baseUV = pb.mul(this.baseUV, shadowMapTexelSize);\r\n this.$l.shadow = pb.float(0);\r\n if (kernelSize === 3) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(3), pb.mul(2, this.st));\r\n this.$l.uvw1 = pb.add(pb.vec2(1), pb.mul(2, this.st));\r\n this.$l.u = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.x), this.uvw0.x), 1),\r\n pb.add(pb.div(this.st.x, this.uvw1.x), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.y), this.uvw0.y), 1),\r\n pb.add(pb.div(this.st.y, this.uvw1.y), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 16);\r\n } else if (kernelSize === 5) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(4), pb.mul(this.st, 3));\r\n this.$l.uvw1 = pb.vec2(7);\r\n this.$l.uvw2 = pb.add(pb.vec2(1), pb.mul(this.st, 3));\r\n this.$l.u = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.x, 2)), this.uvw0.x), 2),\r\n pb.div(pb.add(this.st.x, 3), this.uvw1.x),\r\n pb.add(pb.div(this.st.x, this.uvw2.x), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.y, 2)), this.uvw0.y), 2),\r\n pb.div(pb.add(this.st.y, 3), this.uvw1.y),\r\n pb.add(pb.div(this.st.y, this.uvw2.y), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 144);\r\n } else if (kernelSize === 7) {\r\n this.$l.uvw0 = pb.sub(pb.mul(this.st, 5), pb.vec2(6));\r\n this.$l.uvw1 = pb.sub(pb.mul(this.st, 11), pb.vec2(28));\r\n this.$l.uvw2 = pb.sub(pb.mul(this.st, -11), pb.vec2(17));\r\n this.$l.uvw3 = pb.sub(pb.mul(this.st, -5), 1);\r\n this.$l.u = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 5), this.uvw0.x), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 16), this.uvw1.x), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.x, -7), 5), this.uvw2.x), 1),\r\n pb.add(pb.div(pb.neg(this.st.x), this.uvw3.x), 3)\r\n );\r\n this.$l.v = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 5), this.uvw0.y), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 16), this.uvw1.y), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.y, -7), 5), this.uvw2.y), 1),\r\n pb.add(pb.div(pb.neg(this.st.y), this.uvw3.y), 3)\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 2704);\r\n }\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPCF\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? [cascade] : [])) as PBShaderExp;\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPoissonDisc(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n tapCount: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n) {\r\n const funcNameFilterShadowPoissonDisc = `lib_filterShadowPoissonDisc_${lightType}_${shadowMapFormat}_${tapCount}_${receiverPlaneDepthBias ? 1 : 0}_${cascade ? 1 : 0}`;\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPoissonDisc,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n this.$l.duv = pb.vec2();\r\n this.$l.sampleCoord = pb.vec2();\r\n this.$l.sampleInside = pb.bool();\r\n this.$l.tapFilterRadius = pb.mul(getShadowMapTexelSize(this), 0.85);\r\n this.$l.filterRadius = pb.mul(getShadowMapTexelSize(this), getPoissonDiscSampleRadius(this));\r\n this.$l.matrix = getRandomRotationMatrix(\r\n this,\r\n pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this)))\r\n );\r\n this.$l.shadow = pb.float(0);\r\n for (let i = 0; i < tapCount; i++) {\r\n this.duv = pb.mul(\r\n this.matrix,\r\n pb.mul(pb.vec2(PCF_POISSON_DISC[i][0], PCF_POISSON_DISC[i][1]), this.filterRadius)\r\n );\r\n this.sampleCoord = pb.add(this.texCoord.xy, this.duv);\r\n this.sampleInside = pb.all(\r\n pb.bvec4(\r\n pb.greaterThanEqual(this.sampleCoord.x, 0),\r\n pb.lessThanEqual(this.sampleCoord.x, 1),\r\n pb.greaterThanEqual(this.sampleCoord.y, 0),\r\n pb.lessThanEqual(this.sampleCoord.y, 1)\r\n )\r\n );\r\n this.$if(this.sampleInside, function () {\r\n const sampleDepth = receiverPlaneDepthBias\r\n ? pb.add(this.lightDepth, pb.dot(this.duv, this.receiverPlaneDepthBias.xy))\r\n : this.lightDepth;\r\n this.shadow = pb.add(\r\n this.shadow,\r\n sampleShadowMapPoissonTap(\r\n this,\r\n lightType,\r\n shadowMapFormat,\r\n this.sampleCoord.xy,\r\n sampleDepth,\r\n this.tapFilterRadius,\r\n this.cascade\r\n )\r\n );\r\n }).$else(function () {\r\n this.shadow = pb.add(this.shadow, 1);\r\n });\r\n }\r\n this.shadow = pb.div(this.shadow, tapCount);\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPoissonDisc\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? 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@@ -1,5 +1,5 @@
1
1
  import { ShadowImpl } from './shadow_impl.js';
2
- import '@zephyr3d/base';
2
+ import { Vector4 } from '@zephyr3d/base';
3
3
  import '../render/primitive.js';
4
4
  import { decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from '../shaders/misc.js';
5
5
  import { getDevice } from '../app/api.js';
@@ -7,6 +7,7 @@ import { GaussianBlurBlitter } from '../blitter/gaussianblur.js';
7
7
  import { computeShadowMapDepth, filterShadowESM } from '../shaders/shadow.js';
8
8
  import { LIGHT_TYPE_POINT } from '../values.js';
9
9
  import { ShaderHelper } from '../material/shader/helper.js';
10
+ import { computeShadowBiasCSM, computeShadowBias } from './shader.js';
10
11
 
11
12
  class BlurBlitter extends GaussianBlurBlitter {
12
13
  _packFloat = false;
@@ -23,11 +24,94 @@ class BlurBlitter extends GaussianBlurBlitter {
23
24
  const pb = scope.$builder;
24
25
  const texel = super.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);
25
26
  if (this.packFloat) {
26
- return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 0, 0, 1);
27
+ return pb.vec4(decodeNormalizedFloatFromRGBA(scope, texel), 1, 0, 1);
27
28
  } else {
28
29
  return texel;
29
30
  }
30
31
  }
32
+ filter(scope, type, srcTex, srcUV, srcLayer, sampleType) {
33
+ const that = this;
34
+ const pb = scope.$builder;
35
+ scope.incrementalGaussian = pb.vec3();
36
+ scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));
37
+ scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));
38
+ scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);
39
+ scope.coefficientSum = pb.float(0);
40
+ scope.coverageSum = pb.float(0);
41
+ scope.d0 = that.readTexel(scope, type, srcTex, srcUV, srcLayer, sampleType);
42
+ scope.coverage0 = pb.clamp(scope.d0.y, 0, 1);
43
+ scope.coefficientSum = pb.add(scope.coefficientSum, scope.incrementalGaussian.x);
44
+ scope.coverageSum = pb.add(scope.coverageSum, pb.mul(scope.incrementalGaussian.x, scope.coverage0));
45
+ if (that.logSpace) {
46
+ scope.maxLogValue = pb.float(-1e20);
47
+ scope.logValue0 = that._phase === 'horizonal' ? pb.mul(scope.d0.x, scope.multiplier) : scope.d0.x;
48
+ scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function() {
49
+ this.maxLogValue = this.logValue0;
50
+ });
51
+ } else {
52
+ scope.depthSum = pb.mul(scope.incrementalGaussian.x, scope.coverage0, scope.d0.x);
53
+ }
54
+ scope.incrementalGaussian = pb.vec3(pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz), scope.incrementalGaussian.z);
55
+ scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function() {
56
+ this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);
57
+ this.$l.d1 = that.readTexel(scope, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);
58
+ this.$l.d2 = that.readTexel(scope, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);
59
+ this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);
60
+ this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);
61
+ this.coefficientSum = pb.add(this.coefficientSum, pb.mul(this.incrementalGaussian.x, 2));
62
+ this.coverageSum = pb.add(this.coverageSum, pb.mul(this.incrementalGaussian.x, pb.add(this.coverage1, this.coverage2)));
63
+ if (that.logSpace) {
64
+ this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;
65
+ this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;
66
+ this.$if(pb.greaterThan(this.coverage1, 0.000001), function() {
67
+ this.maxLogValue = pb.max(this.maxLogValue, this.logValue1);
68
+ });
69
+ this.$if(pb.greaterThan(this.coverage2, 0.000001), function() {
70
+ this.maxLogValue = pb.max(this.maxLogValue, this.logValue2);
71
+ });
72
+ } else {
73
+ this.depthSum = pb.add(this.depthSum, pb.mul(this.incrementalGaussian.x, pb.add(pb.mul(this.coverage1, this.d1.x), pb.mul(this.coverage2, this.d2.x))));
74
+ }
75
+ this.incrementalGaussian = pb.vec3(pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz), this.incrementalGaussian.z);
76
+ });
77
+ if (that.logSpace) {
78
+ scope.incrementalGaussian.x = pb.div(1, pb.mul(scope.sigma, Math.sqrt(2 * Math.PI)));
79
+ scope.incrementalGaussian.y = pb.exp(pb.div(-0.5, pb.mul(scope.sigma, scope.sigma)));
80
+ scope.incrementalGaussian.z = pb.mul(scope.incrementalGaussian.y, scope.incrementalGaussian.y);
81
+ scope.momentSum = pb.float(0);
82
+ scope.$if(pb.greaterThan(scope.coverage0, 0.000001), function() {
83
+ this.momentSum = pb.add(this.momentSum, pb.mul(this.incrementalGaussian.x, this.coverage0, pb.exp(pb.min(87, pb.sub(this.logValue0, this.maxLogValue)))));
84
+ });
85
+ scope.incrementalGaussian = pb.vec3(pb.mul(scope.incrementalGaussian.xy, scope.incrementalGaussian.yz), scope.incrementalGaussian.z);
86
+ scope.$for(pb.float('i'), 1, scope.numBlurPixelsPerSide, function() {
87
+ this.$l.blurOffset = pb.mul(this.blurMultiplyVec, this.blurSize, this.i);
88
+ this.$l.d1 = that.readTexel(scope, type, srcTex, pb.sub(srcUV, this.blurOffset), srcLayer, sampleType);
89
+ this.$l.d2 = that.readTexel(scope, type, srcTex, pb.add(srcUV, this.blurOffset), srcLayer, sampleType);
90
+ this.$l.coverage1 = pb.clamp(this.d1.y, 0, 1);
91
+ this.$l.coverage2 = pb.clamp(this.d2.y, 0, 1);
92
+ this.$l.logValue1 = that._phase === 'horizonal' ? pb.mul(this.d1.x, this.multiplier) : this.d1.x;
93
+ this.$l.logValue2 = that._phase === 'horizonal' ? pb.mul(this.d2.x, this.multiplier) : this.d2.x;
94
+ this.$if(pb.greaterThan(this.coverage1, 0.000001), function() {
95
+ this.momentSum = pb.add(this.momentSum, pb.mul(this.incrementalGaussian.x, this.coverage1, pb.exp(pb.min(87, pb.sub(this.logValue1, this.maxLogValue)))));
96
+ });
97
+ this.$if(pb.greaterThan(this.coverage2, 0.000001), function() {
98
+ this.momentSum = pb.add(this.momentSum, pb.mul(this.incrementalGaussian.x, this.coverage2, pb.exp(pb.min(87, pb.sub(this.logValue2, this.maxLogValue)))));
99
+ });
100
+ this.incrementalGaussian = pb.vec3(pb.mul(this.incrementalGaussian.xy, this.incrementalGaussian.yz), this.incrementalGaussian.z);
101
+ });
102
+ scope.$l.moment = pb.float(0);
103
+ scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function() {
104
+ this.moment = pb.add(this.maxLogValue, pb.log(pb.div(this.momentSum, this.coverageSum)));
105
+ });
106
+ return pb.vec4(scope.moment, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);
107
+ } else {
108
+ scope.$l.depth = pb.float(1);
109
+ scope.$if(pb.greaterThan(scope.coverageSum, 0.000001), function() {
110
+ this.depth = pb.div(this.depthSum, this.coverageSum);
111
+ });
112
+ return pb.vec4(scope.depth, pb.div(scope.coverageSum, scope.coefficientSum), 0, 1);
113
+ }
114
+ }
31
115
  writeTexel(scope, type, srcUV, texel) {
32
116
  const outTexel = super.writeTexel(scope, type, srcUV, texel);
33
117
  if (this.packFloat) {
@@ -107,6 +191,10 @@ class BlurBlitter extends GaussianBlurBlitter {
107
191
  getShadowMapBorder(_shadowMapParams) {
108
192
  return this._blur ? Math.ceil((this._kernelSize + 1) / 2 * this._blurSize) : 0;
109
193
  }
194
+ getShadowMapClearColor(shadowMapParams) {
195
+ const colorAttachment = shadowMapParams.shadowMapFramebuffer?.getColorAttachments()[0];
196
+ return colorAttachment ? colorAttachment.format === 'rgba8unorm' ? new Vector4(0, 0, 0, 1) : new Vector4(1, 0, 0, 1) : null;
197
+ }
110
198
  getShadowMap(shadowMapParams) {
111
199
  const implData = shadowMapParams.implData;
112
200
  return implData ? implData.blurFramebuffer2.getColorAttachments()[0] : shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
@@ -155,14 +243,18 @@ class BlurBlitter extends GaussianBlurBlitter {
155
243
  if (shadowMapParams.implData) {
156
244
  const implData = shadowMapParams.implData;
157
245
  const colorAttachment = shadowMapParams.shadowMapFramebuffer.getColorAttachments()[0];
246
+ const packFloat = colorAttachment.format === 'rgba8unorm';
247
+ const logSpace = this._logSpace && !packFloat;
158
248
  this._blitterH.blurSize = this._blurSize / colorAttachment.width;
159
249
  this._blitterH.kernelSize = this._kernelSize;
160
- this._blitterH.logSpace = this._logSpace;
161
- this._blitterH.packFloat = colorAttachment.format === 'rgba8unorm';
250
+ this._blitterH.logSpace = logSpace;
251
+ this._blitterH.logSpaceMultiplier = this._depthScale;
252
+ this._blitterH.packFloat = packFloat;
162
253
  this._blitterV.blurSize = this._blurSize / colorAttachment.height;
163
254
  this._blitterV.kernelSize = this._kernelSize;
164
- this._blitterV.logSpace = this._logSpace;
165
- this._blitterV.packFloat = colorAttachment.format === 'rgba8unorm';
255
+ this._blitterV.logSpace = logSpace;
256
+ this._blitterV.logSpaceMultiplier = this._depthScale;
257
+ this._blitterV.packFloat = packFloat;
166
258
  this._blitterH.blit(colorAttachment, implData.blurFramebuffer);
167
259
  this._blitterV.blit(implData.blurFramebuffer.getColorAttachments()[0], implData.blurFramebuffer2);
168
260
  }
@@ -174,21 +266,24 @@ class BlurBlitter extends GaussianBlurBlitter {
174
266
  this._depthScale = val;
175
267
  }
176
268
  getShaderHash() {
177
- return '';
269
+ return `${this._blur ? 1 : 0}${this._logSpace ? 1 : 0}`;
178
270
  }
179
271
  getShadowMapColorFormat(_shadowMapParams) {
180
272
  const device = getDevice();
181
- return device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer ? device.type === 'webgl' ? 'rgba16f' : 'r16f' : device.getDeviceCaps().textureCaps.supportFloatColorBuffer ? device.type === 'webgl' ? 'rgba32f' : 'r32f' : 'rgba8unorm';
273
+ return device.getDeviceCaps().textureCaps.supportFloatColorBuffer ? device.type === 'webgl' ? 'rgba32f' : 'rg32f' : device.getDeviceCaps().textureCaps.supportHalfFloatColorBuffer ? device.type === 'webgl' ? 'rgba16f' : 'rg16f' : 'rgba8unorm';
182
274
  }
183
275
  getShadowMapDepthFormat(_shadowMapParams) {
184
276
  return 'd24s8';
185
277
  }
186
278
  computeShadowMapDepth(shadowMapParams, scope, worldPos) {
187
- return computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
279
+ const pb = scope.$builder;
280
+ const depth = computeShadowMapDepth(scope, worldPos, shadowMapParams.shadowMap.format);
281
+ return shadowMapParams.shadowMap.format === 'rgba8unorm' ? depth : pb.vec4(depth.x, 1, 0, 1);
188
282
  }
189
283
  computeShadowCSM(shadowMapParams, scope, shadowVertex, NdotL, split) {
190
284
  const funcNameComputeShadowCSM = 'lib_computeShadowCSM';
191
285
  const pb = scope.$builder;
286
+ const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap.format !== 'rgba8unorm';
192
287
  pb.func(funcNameComputeShadowCSM, [
193
288
  pb.vec4('shadowVertex'),
194
289
  pb.float('NdotL'),
@@ -199,7 +294,8 @@ class BlurBlitter extends GaussianBlurBlitter {
199
294
  this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
200
295
  this.$l.shadow = pb.float(1);
201
296
  this.$if(this.inShadow, function() {
202
- this.shadow = filterShadowESM(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, this.shadowCoord, this.split);
297
+ this.$l.shadowBias = computeShadowBiasCSM(this, this.NdotL, this.split);
298
+ this.shadow = filterShadowESM(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, logSpace, this.shadowCoord, this.split, this.shadowBias);
203
299
  });
204
300
  this.$return(this.shadow);
205
301
  });
@@ -208,20 +304,24 @@ class BlurBlitter extends GaussianBlurBlitter {
208
304
  computeShadow(shadowMapParams, scope, shadowVertex, NdotL) {
209
305
  const funcNameComputeShadow = 'lib_computeShadow';
210
306
  const pb = scope.$builder;
307
+ const logSpace = this._blur && this._logSpace && shadowMapParams.shadowMap.format !== 'rgba8unorm';
211
308
  pb.func(funcNameComputeShadow, [
212
309
  pb.vec4('shadowVertex'),
213
310
  pb.float('NdotL')
214
311
  ], function() {
215
312
  if (shadowMapParams.lightType === LIGHT_TYPE_POINT) {
216
313
  this.$l.dir = pb.sub(this.shadowVertex.xyz, ShaderHelper.getLightPositionAndRangeForShadow(this).xyz);
217
- this.$return(filterShadowESM(this, LIGHT_TYPE_POINT, shadowMapParams.shadowMap.format, this.dir));
314
+ this.$l.distance = pb.div(pb.length(this.dir), ShaderHelper.getLightPositionAndRangeForShadow(this).w);
315
+ this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.distance, this.NdotL, true);
316
+ this.$return(filterShadowESM(this, LIGHT_TYPE_POINT, shadowMapParams.shadowMap.format, logSpace, this.dir, undefined, this.shadowBias));
218
317
  } else {
219
318
  this.$l.shadowCoord = pb.div(this.shadowVertex, this.shadowVertex.w);
220
319
  this.$l.shadowCoord = pb.add(pb.mul(this.shadowCoord, 0.5), 0.5);
221
320
  this.$l.inShadow = pb.all(pb.bvec2(pb.all(pb.bvec4(pb.greaterThanEqual(this.shadowCoord.x, 0), pb.lessThanEqual(this.shadowCoord.x, 1), pb.greaterThanEqual(this.shadowCoord.y, 0), pb.lessThanEqual(this.shadowCoord.y, 1))), pb.lessThanEqual(this.shadowCoord.z, 1)));
222
321
  this.$l.shadow = pb.float(1);
223
322
  this.$if(this.inShadow, function() {
224
- this.shadow = filterShadowESM(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, this.shadowCoord);
323
+ this.$l.shadowBias = computeShadowBias(shadowMapParams.lightType, this, this.shadowCoord.z, this.NdotL, false);
324
+ this.shadow = filterShadowESM(this, shadowMapParams.lightType, shadowMapParams.shadowMap.format, logSpace, this.shadowCoord, undefined, this.shadowBias);
225
325
  });
226
326
  this.$return(this.shadow);
227
327
  }