# Code coverage report for src/shader/source/shadowmap.glsl.js

# all files / src/shader/source/ shadowmap.glsl.js

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     export default "@export clay.sm.depth.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nattribute vec3 position : POSITION;\n#ifdef SHADOW_TRANSPARENT\nattribute vec2 texcoord : TEXCOORD_0;\n#endif\n@import clay.chunk.skinning_header\nvarying vec4 v_ViewPosition;\n#ifdef SHADOW_TRANSPARENT\nvarying vec2 v_Texcoord;\n#endif\nvoid main(){\n    vec3 skinnedPosition = position;\n#ifdef SKINNING\n    @import clay.chunk.skin_matrix\n    skinnedPosition = (skinMatrixWS * vec4(position, 1.0)).xyz;\n#endif\n    v_ViewPosition = worldViewProjection * vec4(skinnedPosition, 1.0);\n    gl_Position = v_ViewPosition;\n#ifdef SHADOW_TRANSPARENT\n    v_Texcoord = texcoord;\n#endif\n}\n@end\n@export clay.sm.depth.fragment\nvarying vec4 v_ViewPosition;\n#ifdef SHADOW_TRANSPARENT\nvarying vec2 v_Texcoord;\n#endif\nuniform float bias : 0.001;\nuniform float slopeScale : 1.0;\n#ifdef SHADOW_TRANSPARENT\nuniform sampler2D transparentMap;\n#endif\n@import clay.util.encode_float\nvoid main(){\n    float depth = v_ViewPosition.z / v_ViewPosition.w;\n#ifdef USE_VSM\n    depth = depth * 0.5 + 0.5;\n    float moment1 = depth;\n    float moment2 = depth * depth;\n    float dx = dFdx(depth);\n    float dy = dFdy(depth);\n    moment2 += 0.25*(dx*dx+dy*dy);\n    gl_FragColor = vec4(moment1, moment2, 0.0, 1.0);\n#else\n    float dx = dFdx(depth);\n    float dy = dFdy(depth);\n    depth += sqrt(dx*dx + dy*dy) * slopeScale + bias;\n#ifdef SHADOW_TRANSPARENT\n    if (texture2D(transparentMap, v_Texcoord).a <= 0.1) {\n        gl_FragColor = encodeFloat(0.9999);\n        return;\n    }\n#endif\n    gl_FragColor = encodeFloat(depth * 0.5 + 0.5);\n#endif\n}\n@end\n@export clay.sm.debug_depth\nuniform sampler2D depthMap;\nvarying vec2 v_Texcoord;\n@import clay.util.decode_float\nvoid main() {\n    vec4 tex = texture2D(depthMap, v_Texcoord);\n#ifdef USE_VSM\n    gl_FragColor = vec4(tex.rgb, 1.0);\n#else\n    float depth = decodeFloat(tex);\n    gl_FragColor = vec4(depth, depth, depth, 1.0);\n#endif\n}\n@end\n@export clay.sm.distance.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 world : WORLD;\nattribute vec3 position : POSITION;\n@import clay.chunk.skinning_header\nvarying vec3 v_WorldPosition;\nvoid main (){\n    vec3 skinnedPosition = position;\n#ifdef SKINNING\n    @import clay.chunk.skin_matrix\n    skinnedPosition = (skinMatrixWS * vec4(position, 1.0)).xyz;\n#endif\n    gl_Position = worldViewProjection * vec4(skinnedPosition , 1.0);\n    v_WorldPosition = (world * vec4(skinnedPosition, 1.0)).xyz;\n}\n@end\n@export clay.sm.distance.fragment\nuniform vec3 lightPosition;\nuniform float range : 100;\nvarying vec3 v_WorldPosition;\n@import clay.util.encode_float\nvoid main(){\n    float dist = distance(lightPosition, v_WorldPosition);\n#ifdef USE_VSM\n    gl_FragColor = vec4(dist, dist * dist, 0.0, 0.0);\n#else\n    dist = dist / range;\n    gl_FragColor = encodeFloat(dist);\n#endif\n}\n@end\n@export clay.plugin.shadow_map_common\n@import clay.util.decode_float\nfloat tapShadowMap(sampler2D map, vec2 uv, float z){\n    vec4 tex = texture2D(map, uv);\n    return step(z, decodeFloat(tex) * 2.0 - 1.0);\n}\nfloat pcf(sampler2D map, vec2 uv, float z, float textureSize, vec2 scale) {\n    float shadowContrib = tapShadowMap(map, uv, z);\n    vec2 offset = vec2(1.0 / textureSize) * scale;\n#ifdef PCF_KERNEL_SIZE\n    for (int _idx_ = 0; _idx_ < PCF_KERNEL_SIZE; _idx_++) {{\n        shadowContrib += tapShadowMap(map, uv + offset * pcfKernel[_idx_], z);\n    }}\n    return shadowContrib / float(PCF_KERNEL_SIZE + 1);\n#else\n    shadowContrib += tapShadowMap(map, uv+vec2(offset.x, 0.0), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(offset.x, offset.y), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, offset.y), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(0.0, offset.y), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, 0.0), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, -offset.y), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(offset.x, -offset.y), z);\n    shadowContrib += tapShadowMap(map, uv+vec2(0.0, -offset.y), z);\n    return shadowContrib / 9.0;\n#endif\n}\nfloat pcf(sampler2D map, vec2 uv, float z, float textureSize) {\n    return pcf(map, uv, z, textureSize, vec2(1.0));\n}\nfloat chebyshevUpperBound(vec2 moments, float z){\n    float p = 0.0;\n    z = z * 0.5 + 0.5;\n    if (z <= moments.x) {\n        p = 1.0;\n    }\n    float variance = moments.y - moments.x * moments.x;\n    variance = max(variance, 0.0000001);\n    float mD = moments.x - z;\n    float pMax = variance / (variance + mD * mD);\n    pMax = clamp((pMax-0.4)/(1.0-0.4), 0.0, 1.0);\n    return max(p, pMax);\n}\nfloat computeShadowContrib(\n    sampler2D map, mat4 lightVPM, vec3 position, float textureSize, vec2 scale, vec2 offset\n) {\n    vec4 posInLightSpace = lightVPM * vec4(position, 1.0);\n    posInLightSpace.xyz /= posInLightSpace.w;\n    float z = posInLightSpace.z;\n    if(all(greaterThan(posInLightSpace.xyz, vec3(-0.99, -0.99, -1.0))) &&\n        all(lessThan(posInLightSpace.xyz, vec3(0.99, 0.99, 1.0)))){\n        vec2 uv = (posInLightSpace.xy+1.0) / 2.0;\n        #ifdef USE_VSM\n            vec2 moments = texture2D(map, uv * scale + offset).xy;\n            return chebyshevUpperBound(moments, z);\n        #else\n            return pcf(map, uv * scale + offset, z, textureSize, scale);\n        #endif\n    }\n    return 1.0;\n}\nfloat computeShadowContrib(sampler2D map, mat4 lightVPM, vec3 position, float textureSize) {\n    return computeShadowContrib(map, lightVPM, position, textureSize, vec2(1.0), vec2(0.0));\n}\nfloat computeShadowContribOmni(samplerCube map, vec3 direction, float range)\n{\n    float dist = length(direction);\n    vec4 shadowTex = textureCube(map, direction);\n#ifdef USE_VSM\n    vec2 moments = shadowTex.xy;\n    float variance = moments.y - moments.x * moments.x;\n    float mD = moments.x - dist;\n    float p = variance / (variance + mD * mD);\n    if(moments.x + 0.001 < dist){\n        return clamp(p, 0.0, 1.0);\n    }else{\n        return 1.0;\n    }\n#else\n    return step(dist, (decodeFloat(shadowTex) + 0.0002) * range);\n#endif\n}\n@end\n@export clay.plugin.compute_shadow_map\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT) || defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT) || defined(POINT_LIGHT_SHADOWMAP_COUNT)\n#ifdef SPOT_LIGHT_SHADOWMAP_COUNT\nuniform sampler2D spotLightShadowMaps[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform mat4 spotLightMatrices[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform float spotLightShadowMapSizes[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\n#ifdef DIRECTIONAL_LIGHT_SHADOWMAP_COUNT\n#if defined(SHADOW_CASCADE)\nuniform sampler2D directionalLightShadowMaps[1]:unconfigurable;\nuniform mat4 directionalLightMatrices[SHADOW_CASCADE]:unconfigurable;\nuniform float directionalLightShadowMapSizes[1]:unconfigurable;\nuniform float shadowCascadeClipsNear[SHADOW_CASCADE]:unconfigurable;\nuniform float shadowCascadeClipsFar[SHADOW_CASCADE]:unconfigurable;\n#else\nuniform sampler2D directionalLightShadowMaps[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform mat4 directionalLightMatrices[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform float directionalLightShadowMapSizes[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\n#endif\n#ifdef POINT_LIGHT_SHADOWMAP_COUNT\nuniform samplerCube pointLightShadowMaps[POINT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\nuniform bool shadowEnabled : true;\n#ifdef PCF_KERNEL_SIZE\nuniform vec2 pcfKernel[PCF_KERNEL_SIZE];\n#endif\n@import clay.plugin.shadow_map_common\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT)\nvoid computeShadowOfSpotLights(vec3 position, inout float shadowContribs[SPOT_LIGHT_COUNT] ) {\n    float shadowContrib;\n    for(int _idx_ = 0; _idx_ < SPOT_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n        shadowContrib = computeShadowContrib(\n            spotLightShadowMaps[_idx_], spotLightMatrices[_idx_], position,\n            spotLightShadowMapSizes[_idx_]\n        );\n        shadowContribs[_idx_] = shadowContrib;\n    }}\n    for(int _idx_ = SPOT_LIGHT_SHADOWMAP_COUNT; _idx_ < SPOT_LIGHT_COUNT; _idx_++){{\n        shadowContribs[_idx_] = 1.0;\n    }}\n}\n#endif\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n#ifdef SHADOW_CASCADE\nvoid computeShadowOfDirectionalLights(vec3 position, inout float shadowContribs[DIRECTIONAL_LIGHT_COUNT]){\n    float depth = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far)\n                    / (gl_DepthRange.far - gl_DepthRange.near);\n    float shadowContrib;\n    shadowContribs[0] = 1.0;\n    for (int _idx_ = 0; _idx_ < SHADOW_CASCADE; _idx_++) {{\n        if (\n            depth >= shadowCascadeClipsNear[_idx_] &&\n            depth <= shadowCascadeClipsFar[_idx_]\n        ) {\n            shadowContrib = computeShadowContrib(\n                directionalLightShadowMaps[0], directionalLightMatrices[_idx_], position,\n                directionalLightShadowMapSizes[0],\n                vec2(1.0 / float(SHADOW_CASCADE), 1.0),\n                vec2(float(_idx_) / float(SHADOW_CASCADE), 0.0)\n            );\n            shadowContribs[0] = shadowContrib;\n        }\n    }}\n    for(int _idx_ = DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++) {{\n        shadowContribs[_idx_] = 1.0;\n    }}\n}\n#else\nvoid computeShadowOfDirectionalLights(vec3 position, inout float shadowContribs[DIRECTIONAL_LIGHT_COUNT]){\n    float shadowContrib;\n    for(int _idx_ = 0; _idx_ < DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n        shadowContrib = computeShadowContrib(\n            directionalLightShadowMaps[_idx_], directionalLightMatrices[_idx_], position,\n            directionalLightShadowMapSizes[_idx_]\n        );\n        shadowContribs[_idx_] = shadowContrib;\n    }}\n    for(int _idx_ = DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++) {{\n        shadowContribs[_idx_] = 1.0;\n    }}\n}\n#endif\n#endif\n#if defined(POINT_LIGHT_SHADOWMAP_COUNT)\nvoid computeShadowOfPointLights(vec3 position, inout float shadowContribs[POINT_LIGHT_COUNT] ){\n    vec3 lightPosition;\n    vec3 direction;\n    for(int _idx_ = 0; _idx_ < POINT_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n        lightPosition = pointLightPosition[_idx_];\n        direction = position - lightPosition;\n        shadowContribs[_idx_] = computeShadowContribOmni(pointLightShadowMaps[_idx_], direction, pointLightRange[_idx_]);\n    }}\n    for(int _idx_ = POINT_LIGHT_SHADOWMAP_COUNT; _idx_ < POINT_LIGHT_COUNT; _idx_++) {{\n        shadowContribs[_idx_] = 1.0;\n    }}\n}\n#endif\n#endif\n@end";