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immErfanrajabee/bd / node_modules /three /src /renderers /shaders /ShaderChunk /shadowmap_vertex.glsl.js
| export default /* glsl */` | |
| #if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 ) | |
| // Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne. | |
| vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); | |
| vec4 shadowWorldPosition; | |
| #endif | |
| #if defined( USE_SHADOWMAP ) | |
| #if NUM_DIR_LIGHT_SHADOWS > 0 | |
| #pragma unroll_loop_start | |
| for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { | |
| shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 ); | |
| vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition; | |
| } | |
| #pragma unroll_loop_end | |
| #endif | |
| #if NUM_POINT_LIGHT_SHADOWS > 0 | |
| #pragma unroll_loop_start | |
| for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { | |
| shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 ); | |
| vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition; | |
| } | |
| #pragma unroll_loop_end | |
| #endif | |
| /* | |
| #if NUM_RECT_AREA_LIGHTS > 0 | |
| // TODO (abelnation): update vAreaShadowCoord with area light info | |
| #endif | |
| */ | |
| #endif | |
| // spot lights can be evaluated without active shadow mapping (when SpotLight.map is used) | |
| #if NUM_SPOT_LIGHT_COORDS > 0 | |
| #pragma unroll_loop_start | |
| for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) { | |
| shadowWorldPosition = worldPosition; | |
| #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) | |
| shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias; | |
| #endif | |
| vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition; | |
| } | |
| #pragma unroll_loop_end | |
| #endif | |
| `; | |
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