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https://auramrcomp-b3pjowqc.manus.space/assets/shadowMap.fragment-DA1KouTo.js

js auramrcomp-b3pjowqc.manus.space collected 2026-10-03 05:00:28 UTC 3,032 bytes, 79 lines download raw bytes

1import{S as e}from"./index-0LhFotdt.js";const r="bayerDitherFunctions",d=`float bayerDither2(vec2 _P) {return mod(2.0*_P.y+_P.x+1.0,4.0);}
2float bayerDither4(vec2 _P) {vec2 P1=mod(_P,2.0); 
3vec2 P2=floor(0.5*mod(_P,4.0)); 
4return 4.0*bayerDither2(P1)+bayerDither2(P2);}
5float bayerDither8(vec2 _P) {vec2 P1=mod(_P,2.0); 
6vec2 P2=floor(0.5 *mod(_P,4.0)); 
7vec2 P4=floor(0.25*mod(_P,8.0)); 
8return 4.0*(4.0*bayerDither2(P1)+bayerDither2(P2))+bayerDither2(P4);}
9`;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=d);const t="shadowMapFragmentExtraDeclaration",o=`#if SM_FLOAT==0
10#include<packingFunctions>
11#endif
12#if SM_SOFTTRANSPARENTSHADOW==1
13#include<bayerDitherFunctions>
14uniform vec2 softTransparentShadowSM;
15#endif
16varying float vDepthMetricSM;
17#if SM_USEDISTANCE==1
18uniform vec3 lightDataSM;varying vec3 vPositionWSM;
19#endif
20uniform vec3 biasAndScaleSM;uniform vec2 depthValuesSM;
21#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
22varying float zSM;
23#endif
24`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=o);const i="shadowMapFragment",n=`float depthSM=vDepthMetricSM;
25#if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
26#if SM_USEDISTANCE==1
27depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
28#else
29#ifdef USE_REVERSE_DEPTHBUFFER
30depthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
31#else
32depthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
33#endif
34#endif
35depthSM=clamp(depthSM,0.0,1.0);
36#ifdef USE_REVERSE_DEPTHBUFFER
37gl_FragDepth=clamp(1.0-depthSM,0.0,1.0);
38#else
39gl_FragDepth=clamp(depthSM,0.0,1.0); 
40#endif
41#elif SM_USEDISTANCE==1
42depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
43#endif
44#if SM_ESM==1
45depthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);
46#endif
47#if SM_FLOAT==1
48gl_FragColor=vec4(depthSM,1.0,1.0,1.0);
49#else
50gl_FragColor=pack(depthSM);
51#endif
52return;`;e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=n);const a="shadowMapPixelShader",S=`#include<shadowMapFragmentExtraDeclaration>
53#ifdef ALPHATEXTURE
54varying vec2 vUV;uniform sampler2D diffuseSampler;
55#endif
56#include<clipPlaneFragmentDeclaration>
57#define CUSTOM_FRAGMENT_DEFINITIONS
58void main(void)
59{
60#include<clipPlaneFragment>
61#ifdef ALPHATEXTURE
62vec4 opacityMap=texture2D(diffuseSampler,vUV);float alphaFromAlphaTexture=opacityMap.a;
63#if SM_SOFTTRANSPARENTSHADOW==1
64if (softTransparentShadowSM.y==1.0) {opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alphaFromAlphaTexture=opacityMap.x+opacityMap.y+opacityMap.z;}
65#endif
66#ifdef ALPHATESTVALUE
67if (alphaFromAlphaTexture<ALPHATESTVALUE)
68discard;
69#endif
70#endif
71#if SM_SOFTTRANSPARENTSHADOW==1
72#ifdef ALPHATEXTURE
73if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x*alphaFromAlphaTexture) discard;
74#else
75if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM.x) discard;
76#endif
77#endif
78#include<shadowMapFragment>
79}`;e.ShadersStore[a]||(e.ShadersStore[a]=S);const M={name:a,shader:S};export{M as shadowMapPixelShader};

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