| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235 | import { ShaderChunk } from '../../../build/three.module.js';const CSMShader = {	lights_fragment_begin: /* glsl */`GeometricContext geometry;geometry.position = - vViewPosition;geometry.normal = normal;geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );#ifdef CLEARCOAT	geometry.clearcoatNormal = clearcoatNormal;#endifIncidentLight directLight;#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )	PointLight pointLight;	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0	PointLightShadow pointLightShadow;	#endif	#pragma unroll_loop_start	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {		pointLight = pointLights[ i ];		getPointLightInfo( pointLight, geometry, directLight );		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )		pointLightShadow = pointLightShadows[ i ];		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;		#endif		RE_Direct( directLight, geometry, material, reflectedLight );	}	#pragma unroll_loop_end#endif#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )	SpotLight spotLight;	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0	SpotLightShadow spotLightShadow;	#endif	#pragma unroll_loop_start	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {		spotLight = spotLights[ i ];		getSpotLightInfo( spotLight, geometry, directLight );		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )		spotLightShadow = spotLightShadows[ i ];		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;		#endif		RE_Direct( directLight, geometry, material, reflectedLight );	}	#pragma unroll_loop_end#endif#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )	DirectionalLight directionalLight;	float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0	DirectionalLightShadow directionalLightShadow;	#endif	#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )	vec2 cascade;	float cascadeCenter;	float closestEdge;	float margin;	float csmx;	float csmy;	#pragma unroll_loop_start	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {		directionalLight = directionalLights[ i ];		getDirectionalLightInfo( directionalLight, geometry, directLight );		// NOTE: Depth gets larger away from the camera.		// cascade.x is closer, cascade.y is further		cascade = CSM_cascades[ i ];		cascadeCenter = ( cascade.x + cascade.y ) / 2.0;		closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;		margin = 0.25 * pow( closestEdge, 2.0 );		csmx = cascade.x - margin / 2.0;		csmy = cascade.y + margin / 2.0;		if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS && linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {			float dist = min( linearDepth - csmx, csmy - linearDepth );			float ratio = clamp( dist / margin, 0.0, 1.0 );			if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) {				vec3 prevColor = directLight.color;				directionalLightShadow = directionalLightShadows[ i ];				directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;				bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;				directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );			}			ReflectedLight prevLight = reflectedLight;			RE_Direct( directLight, geometry, material, reflectedLight );			bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;			float blendRatio = shouldBlend ? ratio : 1.0;			reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );			reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );			reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );			reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );		}	}	#pragma unroll_loop_end	#else	#pragma unroll_loop_start	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {		directionalLight = directionalLights[ i ];		getDirectionalLightInfo( directionalLight, geometry, directLight );		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )		directionalLightShadow = directionalLightShadows[ i ];		if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;		#endif		if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );	}	#pragma unroll_loop_end	#endif#endif#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )	DirectionalLight directionalLight;	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0	DirectionalLightShadow directionalLightShadow;	#endif	#pragma unroll_loop_start	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {		directionalLight = directionalLights[ i ];		getDirectionalLightInfo( directionalLight, geometry, directLight );		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )		directionalLightShadow = directionalLightShadows[ i ];		directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;		#endif		RE_Direct( directLight, geometry, material, reflectedLight );	}	#pragma unroll_loop_end#endif#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )	RectAreaLight rectAreaLight;	#pragma unroll_loop_start	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {		rectAreaLight = rectAreaLights[ i ];		RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );	}	#pragma unroll_loop_end#endif#if defined( RE_IndirectDiffuse )	vec3 iblIrradiance = vec3( 0.0 );	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );	irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );	#if ( NUM_HEMI_LIGHTS > 0 )		#pragma unroll_loop_start		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );		}		#pragma unroll_loop_end	#endif#endif#if defined( RE_IndirectSpecular )	vec3 radiance = vec3( 0.0 );	vec3 clearcoatRadiance = vec3( 0.0 );#endif`,	lights_pars_begin: /* glsl */`#if defined( USE_CSM ) && defined( CSM_CASCADES )uniform vec2 CSM_cascades[CSM_CASCADES];uniform float cameraNear;uniform float shadowFar;#endif	` + ShaderChunk.lights_pars_begin};export { CSMShader };
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