1import{f as e}from"./math.scalar.functions-BWXNux-o.js";import{t}from"./shaderStore-D-XQlhUT.js";var n=e({shadowMapFragment:()=>a}),r=`shadowMapFragment`,i=`float depthSM=vDepthMetricSM; 2#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1 3#if SM_USEDISTANCE==1 4depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x; 5#else 6#ifdef USE_REVERSE_DEPTHBUFFER 7depthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x; 8#else 9depthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x; 10#endif 11#endif 12depthSM=clamp(depthSM,0.0,1.0); 13#ifdef USE_REVERSE_DEPTHBUFFER 14gl_FragDepth=clamp(1.0-depthSM,0.0,1.0); 15#else 16gl_FragDepth=clamp(depthSM,0.0,1.0); 17#endif 18#elif SM_USEDISTANCE==1 19depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x; 20#endif 21#if SM_ESM==1 22depthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.); 23#endif 24#if SM_FLOAT==1 25gl_FragColor=vec4(depthSM,1.0,1.0,1.0); 26#else 27gl_FragColor=pack(depthSM); 28#endif 29return;`;t.IncludesShadersStore[r]||(t.IncludesShadersStore[r]=i);var a={name:r,shader:i};export{n,a as t};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.