lightFragmentDeclaration.js 2.5 KB

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