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https://3d-playground-phi.vercel.app/assets/shadowMapFragment-kfMIjDW7.js

js 3d-playground-phi.vercel.app collected 2026-10-03 06:04:08 UTC 1,101 bytes, 29 lines download raw bytes

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};

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