declare const _default: "\nvec3 lessThan2(vec3 a, vec3 b) {\n return clamp((b - a)*1000.0, 0.0, 1.0); // softer version\n}\n\n#ifndef UNPACKFLOAT\n#define UNPACKFLOAT\n float unpackFloat(vec4 rgbaDepth) {\n const vec4 bitShift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);\n return dot(rgbaDepth, bitShift);\n }\n#endif\n\n// ----- Direct/Spot Sampling -----\n\n#ifdef GL2\n\nfloat _getShadowPCF3x3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec3 shadowParams) {\n float z = shadowCoord.z;\n vec2 uv = shadowCoord.xy * shadowParams.x; // 1 unit - 1 texel\n float shadowMapSizeInv = 1.0 / shadowParams.x;\n vec2 base_uv = floor(uv + 0.5);\n float s = (uv.x + 0.5 - base_uv.x);\n float t = (uv.y + 0.5 - base_uv.y);\n base_uv -= vec2(0.5);\n base_uv *= shadowMapSizeInv;\n\n float sum = 0.0;\n\n float uw0 = (3.0 - 2.0 * s);\n float uw1 = (1.0 + 2.0 * s);\n\n float u0 = (2.0 - s) / uw0 - 1.0;\n float u1 = s / uw1 + 1.0;\n\n float vw0 = (3.0 - 2.0 * t);\n float vw1 = (1.0 + 2.0 * t);\n\n float v0 = (2.0 - t) / vw0 - 1.0;\n float v1 = t / vw1 + 1.0;\n\n u0 = u0 * shadowMapSizeInv + base_uv.x;\n v0 = v0 * shadowMapSizeInv + base_uv.y;\n\n u1 = u1 * shadowMapSizeInv + base_uv.x;\n v1 = v1 * shadowMapSizeInv + base_uv.y;\n\n sum += uw0 * vw0 * textureShadow(shadowMap, vec3(u0, v0, z));\n sum += uw1 * vw0 * textureShadow(shadowMap, vec3(u1, v0, z));\n sum += uw0 * vw1 * textureShadow(shadowMap, vec3(u0, v1, z));\n sum += uw1 * vw1 * textureShadow(shadowMap, vec3(u1, v1, z));\n\n sum *= 1.0f / 16.0;\n return sum;\n}\n\nfloat getShadowPCF3x3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams.xyz);\n}\n\nfloat getShadowSpotPCF3x3(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF3x3(SHADOWMAP_PASS(shadowMap), shadowCoord, shadowParams.xyz);\n}\n\nfloat getShadowPCF1x1(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return textureShadow(shadowMap, shadowCoord);\n}\n\nfloat getShadowSpotPCF1x1(SHADOWMAP_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams) {\n return textureShadow(shadowMap, shadowCoord);\n}\n\n#else // GL1\n\nfloat _xgetShadowPCF3x3(mat3 depthKernel, vec3 shadowCoord, sampler2D shadowMap, vec3 shadowParams) {\n mat3 shadowKernel;\n vec3 shadowZ = vec3(shadowCoord.z);\n shadowKernel[0] = vec3(greaterThan(depthKernel[0], shadowZ));\n shadowKernel[1] = vec3(greaterThan(depthKernel[1], shadowZ));\n shadowKernel[2] = vec3(greaterThan(depthKernel[2], shadowZ));\n\n vec2 fractionalCoord = fract( shadowCoord.xy * shadowParams.x );\n\n shadowKernel[0] = mix(shadowKernel[0], shadowKernel[1], fractionalCoord.x);\n shadowKernel[1] = mix(shadowKernel[1], shadowKernel[2], fractionalCoord.x);\n\n vec4 shadowValues;\n shadowValues.x = mix(shadowKernel[0][0], shadowKernel[0][1], fractionalCoord.y);\n shadowValues.y = mix(shadowKernel[0][1], shadowKernel[0][2], fractionalCoord.y);\n shadowValues.z = mix(shadowKernel[1][0], shadowKernel[1][1], fractionalCoord.y);\n shadowValues.w = mix(shadowKernel[1][1], shadowKernel[1][2], fractionalCoord.y);\n\n return dot( shadowValues, vec4( 1.0 ) ) * 0.25;\n}\n\nfloat _getShadowPCF3x3(sampler2D shadowMap, vec3 shadowCoord, vec3 shadowParams) {\n float xoffset = 1.0 / shadowParams.x; // 1/shadow map width\n float dx0 = -xoffset;\n float dx1 = xoffset;\n\n mat3 depthKernel;\n depthKernel[0][0] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx0, dx0)));\n depthKernel[0][1] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx0, 0.0)));\n depthKernel[0][2] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx0, dx1)));\n depthKernel[1][0] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(0.0, dx0)));\n depthKernel[1][1] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy));\n depthKernel[1][2] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(0.0, dx1)));\n depthKernel[2][0] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx1, dx0)));\n depthKernel[2][1] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx1, 0.0)));\n depthKernel[2][2] = unpackFloat(textureShadow(shadowMap, shadowCoord.xy + vec2(dx1, dx1)));\n\n return _xgetShadowPCF3x3(depthKernel, shadowCoord, shadowMap, shadowParams);\n}\n\nfloat getShadowPCF3x3(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF3x3(shadowMap, shadowCoord, shadowParams.xyz);\n}\n\nfloat getShadowSpotPCF3x3(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF3x3(shadowMap, shadowCoord, shadowParams.xyz);\n}\n\nfloat _getShadowPCF1x1(sampler2D shadowMap, vec3 shadowCoord) {\n float shadowSample = unpackFloat(textureShadow(shadowMap, shadowCoord.xy));\n return shadowSample > shadowCoord.z ? 1.0 : 0.0;\n}\n\nfloat getShadowPCF1x1(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF1x1(shadowMap, shadowCoord);\n}\n\nfloat getShadowSpotPCF1x1(sampler2D shadowMap, vec3 shadowCoord, vec4 shadowParams) {\n return _getShadowPCF1x1(shadowMap, shadowCoord);\n}\n#endif\n\n\n// ----- Omni Sampling -----\n\n#ifndef WEBGPU\n\nfloat _getShadowPoint(samplerCube shadowMap, vec4 shadowParams, vec3 dir) {\n\n vec3 tc = normalize(dir);\n vec3 tcAbs = abs(tc);\n\n vec4 dirX = vec4(1,0,0, tc.x);\n vec4 dirY = vec4(0,1,0, tc.y);\n float majorAxisLength = tc.z;\n if ((tcAbs.x > tcAbs.y) && (tcAbs.x > tcAbs.z)) {\n dirX = vec4(0,0,1, tc.z);\n dirY = vec4(0,1,0, tc.y);\n majorAxisLength = tc.x;\n } else if ((tcAbs.y > tcAbs.x) && (tcAbs.y > tcAbs.z)) {\n dirX = vec4(1,0,0, tc.x);\n dirY = vec4(0,0,1, tc.z);\n majorAxisLength = tc.y;\n }\n\n float shadowParamsInFaceSpace = ((1.0/shadowParams.x) * 2.0) * abs(majorAxisLength);\n\n vec3 xoffset = (dirX.xyz * shadowParamsInFaceSpace);\n vec3 yoffset = (dirY.xyz * shadowParamsInFaceSpace);\n vec3 dx0 = -xoffset;\n vec3 dy0 = -yoffset;\n vec3 dx1 = xoffset;\n vec3 dy1 = yoffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackFloat(textureCube(shadowMap, tc + dx0 + dy0));\n depthKernel[0][1] = unpackFloat(textureCube(shadowMap, tc + dx0));\n depthKernel[0][2] = unpackFloat(textureCube(shadowMap, tc + dx0 + dy1));\n depthKernel[1][0] = unpackFloat(textureCube(shadowMap, tc + dy0));\n depthKernel[1][1] = unpackFloat(textureCube(shadowMap, tc));\n depthKernel[1][2] = unpackFloat(textureCube(shadowMap, tc + dy1));\n depthKernel[2][0] = unpackFloat(textureCube(shadowMap, tc + dx1 + dy0));\n depthKernel[2][1] = unpackFloat(textureCube(shadowMap, tc + dx1));\n depthKernel[2][2] = unpackFloat(textureCube(shadowMap, tc + dx1 + dy1));\n\n vec3 shadowZ = vec3(length(dir) * shadowParams.w + shadowParams.z);\n\n shadowKernel[0] = vec3(lessThan2(depthKernel[0], shadowZ));\n shadowKernel[1] = vec3(lessThan2(depthKernel[1], shadowZ));\n shadowKernel[2] = vec3(lessThan2(depthKernel[2], shadowZ));\n\n vec2 uv = (vec2(dirX.w, dirY.w) / abs(majorAxisLength)) * 0.5;\n\n vec2 fractionalCoord = fract( uv * shadowParams.x );\n\n shadowKernel[0] = mix(shadowKernel[0], shadowKernel[1], fractionalCoord.x);\n shadowKernel[1] = mix(shadowKernel[1], shadowKernel[2], fractionalCoord.x);\n\n vec4 shadowValues;\n shadowValues.x = mix(shadowKernel[0][0], shadowKernel[0][1], fractionalCoord.y);\n shadowValues.y = mix(shadowKernel[0][1], shadowKernel[0][2], fractionalCoord.y);\n shadowValues.z = mix(shadowKernel[1][0], shadowKernel[1][1], fractionalCoord.y);\n shadowValues.w = mix(shadowKernel[1][1], shadowKernel[1][2], fractionalCoord.y);\n\n return 1.0 - dot( shadowValues, vec4( 1.0 ) ) * 0.25;\n}\n\nfloat getShadowPointPCF3x3(samplerCube shadowMap, vec3 shadowCoord, vec4 shadowParams, vec3 lightDir) {\n return _getShadowPoint(shadowMap, shadowParams, lightDir);\n}\n\n#endif\n"; export default _default;