lightUboDeclaration.js 2.3 KB

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  1. // Do not edit.
  2. import { ShaderStore } from "../../Engines/shaderStore.js";
  3. const name = "lightUboDeclaration";
  4. const shader = `#ifdef LIGHT{X}
  5. uniform Light{X}
  6. {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
  7. #ifdef SPOTLIGHT{X}
  8. vec4 vLightDirection;vec4 vLightFalloff;
  9. #elif defined(POINTLIGHT{X})
  10. vec4 vLightFalloff;
  11. #elif defined(HEMILIGHT{X})
  12. vec3 vLightGround;
  13. #endif
  14. vec4 shadowsInfo;vec2 depthValues;} light{X};
  15. #ifdef PROJECTEDLIGHTTEXTURE{X}
  16. uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightSampler{X};
  17. #endif
  18. #ifdef SHADOW{X}
  19. #ifdef SHADOWCSM{X}
  20. uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
  21. #if defined(SHADOWPCSS{X})
  22. uniform highp sampler2DArrayShadow shadowSampler{X};uniform highp sampler2DArray depthSampler{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};
  23. #elif defined(SHADOWPCF{X})
  24. uniform highp sampler2DArrayShadow shadowSampler{X};
  25. #else
  26. uniform highp sampler2DArray shadowSampler{X};
  27. #endif
  28. #ifdef SHADOWCSMDEBUG{X}
  29. const vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]
  30. (
  31. vec3 ( 1.5,0.0,0.0 ),
  32. vec3 ( 0.0,1.5,0.0 ),
  33. vec3 ( 0.0,0.0,5.5 ),
  34. vec3 ( 1.5,0.0,5.5 ),
  35. vec3 ( 1.5,1.5,0.0 ),
  36. vec3 ( 1.0,1.0,1.0 ),
  37. vec3 ( 0.0,1.0,5.5 ),
  38. vec3 ( 0.5,3.5,0.75 )
  39. );vec3 shadowDebug{X};
  40. #endif
  41. #ifdef SHADOWCSMUSESHADOWMAXZ{X}
  42. int index{X}=-1;
  43. #else
  44. int index{X}=SHADOWCSMNUM_CASCADES{X}-1;
  45. #endif
  46. float diff{X}=0.;
  47. #elif defined(SHADOWCUBE{X})
  48. uniform samplerCube shadowSampler{X};
  49. #else
  50. varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};
  51. #if defined(SHADOWPCSS{X})
  52. uniform highp sampler2DShadow shadowSampler{X};uniform highp sampler2D depthSampler{X};
  53. #elif defined(SHADOWPCF{X})
  54. uniform highp sampler2DShadow shadowSampler{X};
  55. #else
  56. uniform sampler2D shadowSampler{X};
  57. #endif
  58. uniform mat4 lightMatrix{X};
  59. #endif
  60. #endif
  61. #endif
  62. `;
  63. // Sideeffect
  64. ShaderStore.IncludesShadersStore[name] = shader;
  65. /** @internal */
  66. export const lightUboDeclaration = { name, shader };
  67. //# sourceMappingURL=lightUboDeclaration.js.map