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- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "shadowMapFragment";
- const shader = `float depthSM=vDepthMetricSM;
- #if defined(SM_DEPTHCLAMP) && SM_DEPTHCLAMP==1
- #if SM_USEDISTANCE==1
- depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
- #else
- #ifdef USE_REVERSE_DEPTHBUFFER
- depthSM=(-zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
- #else
- depthSM=(zSM+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
- #endif
- #endif
- #ifdef USE_REVERSE_DEPTHBUFFER
- gl_FragDepth=clamp(1.0-depthSM,0.0,1.0);
- #else
- gl_FragDepth=clamp(depthSM,0.0,1.0);
- #endif
- #elif SM_USEDISTANCE==1
- depthSM=(length(vPositionWSM-lightDataSM)+depthValuesSM.x)/depthValuesSM.y+biasAndScaleSM.x;
- #endif
- #if SM_ESM==1
- depthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);
- #endif
- #if SM_FLOAT==1
- gl_FragColor=vec4(depthSM,1.0,1.0,1.0);
- #else
- gl_FragColor=pack(depthSM);
- #endif
- return;`;
- // Sideeffect
- ShaderStore.IncludesShadersStore[name] = shader;
- /** @internal */
- export const shadowMapFragment = { name, shader };
- //# sourceMappingURL=shadowMapFragment.js.map
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