fuckingtech/public/assets/glsl/lygia/lighting/shadow.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

41 lines
No EOL
1.1 KiB
GLSL

#include "../sample/shadowPCF.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: Sample shadow map using PCF
use:
- <float> sampleShadowPCF(<SAMPLER_TYPE> depths, <vec2> size, <vec2> uv, <float> compare)
- <float> sampleShadowPCF(<vec3> lightcoord)
options:
- SHADOWMAP_BIAS
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef SHADOWMAP_BIAS
#define SHADOWMAP_BIAS 0.005
#endif
#ifndef SHADOW_SAMPLER_FNC
#define SHADOW_SAMPLER_FNC sampleShadowPCF
#endif
#ifndef FNC_SHADOW
#define FNC_SHADOW
float shadow(SAMPLER_TYPE shadoMap, const in vec2 size, const in vec2 uv, float compare) {
#ifdef SHADOWMAP_BIAS
compare -= SHADOWMAP_BIAS;
#endif
#if defined(PLATFORM_RPI)
return sampleShadow(shadoMap, size, uv, compare);
#elif defined(TARGET_MOBILE)
return sampleShadowLerp(shadoMap, size, uv, compare);
#else
return sampleShadowPCF(shadoMap, size, uv, compare);
#endif
}
#endif