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

33 lines
No EOL
1 KiB
HLSL

#include "shadowLerp.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: sample shadow map using PCF
use:
- <float> sampleShadowPCF(<SAMPLER_TYPE> depths, <float2> size, <float2> uv, <float> compare)
- <float> sampleShadowPCF(<float3> lightcoord)
options:
- LIGHT_SHADOWMAP_BIAS
- SAMPLESHADOWPCF_SAMPLER_FNC
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 SAMPLESHADOWPCF_SAMPLER_FNC
#define SAMPLESHADOWPCF_SAMPLER_FNC sampleShadowLerp
#endif
#ifndef FNC_SAMPLESHADOWPCF
#define FNC_SAMPLESHADOWPCF
float sampleShadowPCF(SAMPLER_TYPE depths, float2 size, float2 uv, float compare) {
float2 pixel = 1.0/size;
float result = 0.0;
for (float x= -2.0; x <= 2.0; x++)
for (float y= -2.0; y <= 2.0; y++)
result += SAMPLESHADOWPCF_SAMPLER_FNC(depths, size, uv + float2(x,y) * pixel, compare);
return result/25.0;
}
#endif