declare const _default: "\n// Clustered Omni Sampling using atlas\n\n\nvoid _getShadowCoordPerspZbuffer(mat4 shadowMatrix, vec4 shadowParams, vec3 wPos) {\n vec4 projPos = shadowMatrix * vec4(wPos, 1.0);\n projPos.xyz /= projPos.w;\n dShadowCoord = projPos.xyz;\n // depth bias is already applied on render\n}\n\nvoid getShadowCoordPerspZbufferNormalOffset(mat4 shadowMatrix, vec4 shadowParams, vec3 normal) {\n vec3 wPos = vPositionW + normal * shadowParams.y;\n _getShadowCoordPerspZbuffer(shadowMatrix, shadowParams, wPos);\n}\n\nvec3 normalOffsetPointShadow(vec4 shadowParams, vec3 lightPos, inout vec3 lightDir, vec3 lightDirNorm, vec3 normal) {\n float distScale = length(lightDir);\n vec3 wPos = vPositionW + normal * shadowParams.y * clamp(1.0 - dot(normal, -lightDirNorm), 0.0, 1.0) * distScale; //0.02\n vec3 dir = wPos - lightPos;\n return dir;\n}\n\n#ifdef GL2\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\n float getShadowOmniClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n return textureShadow(shadowMap, vec3(uv, shadowZ));\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\n float getShadowOmniClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n vec3 shadowCoord = vec3(uv, shadowZ);\n return getShadowPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\n float getShadowOmniClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n vec3 shadowCoord = vec3(uv, shadowZ);\n return getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n }\n\n #endif\n\n#else\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\n float getShadowOmniClusteredPCF1(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n // no filter shadow sampling\n float depth = unpackFloat(textureShadow(shadowMap, uv));\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n return depth > shadowZ ? 1.0 : 0.0;\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\n float getShadowOmniClusteredPCF3(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n // pcf3\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n vec3 shadowCoord = vec3(uv, shadowZ);\n return getShadowPCF3x3(shadowMap, shadowCoord, shadowParams);\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\n // we don't have PCF5 implementation for webgl1, use PCF3\n float getShadowOmniClusteredPCF5(sampler2D shadowMap, vec4 shadowParams, vec3 omniAtlasViewport, float shadowEdgePixels, vec3 lightDir) {\n\n float shadowTextureResolution = shadowParams.x;\n vec2 uv = getCubemapAtlasCoordinates(omniAtlasViewport, shadowEdgePixels, shadowTextureResolution, lightDir);\n\n // pcf3\n float shadowZ = length(lightDir) * shadowParams.w + shadowParams.z;\n vec3 shadowCoord = vec3(uv, shadowZ);\n return getShadowPCF3x3(shadowMap, shadowCoord, shadowParams);\n }\n\n #endif\n\n#endif\n\n\n// Clustered Spot Sampling using atlas\n\n#ifdef GL2\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\n float getShadowSpotClusteredPCF1(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return textureShadow(shadowMap, shadowCoord);\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\n float getShadowSpotClusteredPCF3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return getShadowSpotPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\n float getShadowSpotClusteredPCF5(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return getShadowPCF5x5(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams);\n }\n #endif\n\n#else\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\n float getShadowSpotClusteredPCF1(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n\n float depth = unpackFloat(textureShadow(shadowMap, shadowCoord.xy));\n\n return depth > shadowCoord.z ? 1.0 : 0.0;\n\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF3)\n\n float getShadowSpotClusteredPCF3(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return getShadowSpotPCF3x3(shadowMap, shadowCoord, shadowParams);\n }\n\n #endif\n\n #if defined(CLUSTER_SHADOW_TYPE_PCF5)\n\n // we don't have PCF5 implementation for webgl1, use PCF3\n float getShadowSpotClusteredPCF5(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return getShadowSpotPCF3x3(shadowMap, shadowCoord, shadowParams);\n }\n\n #endif\n\n#endif\n"; export default _default;