lygia
/lighting
/shadow
)Sample shadow map using PCF
Dependencies:
Use:
<float> sampleShadowPCF(<SAMPLER_TYPE> depths, <vec2> size, <vec2> uv, <float> compare)
<float> sampleShadowPCF(<vec3> lightcoord)
#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
Dependencies:
Use:
<float> sampleShadowPCF(<SAMPLER_TYPE> depths, <float2> size, <float2> uv, <float> compare)
<float> sampleShadowPCF(<float3> lightcoord)
#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, float2 size, float2 uv, float compare) {
#ifdef SHADOWMAP_BIAS
compare -= SHADOWMAP_BIAS;
#endif
return sampleShadowPCF(shadoMap, size, uv, compare);
}
#endif
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