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- float czm_private_shadowVisibility(float visibility, float nDotL, float normalShadingSmooth, float darkness)
- {
- #ifdef USE_NORMAL_SHADING
- #ifdef USE_NORMAL_SHADING_SMOOTH
- float strength = clamp(nDotL / normalShadingSmooth, 0.0, 1.0);
- #else
- float strength = step(0.0, nDotL);
- #endif
- visibility *= strength;
- #endif
- visibility = max(visibility, darkness);
- return visibility;
- }
- #ifdef USE_CUBE_MAP_SHADOW
- float czm_shadowVisibility(samplerCube shadowMap, czm_shadowParameters shadowParameters)
- {
- float depthBias = shadowParameters.depthBias;
- float depth = shadowParameters.depth;
- float nDotL = shadowParameters.nDotL;
- float normalShadingSmooth = shadowParameters.normalShadingSmooth;
- float darkness = shadowParameters.darkness;
- vec3 uvw = shadowParameters.texCoords;
- depth -= depthBias;
- float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth);
- return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
- }
- #else
- float czm_shadowVisibility(sampler2D shadowMap, czm_shadowParameters shadowParameters)
- {
- float depthBias = shadowParameters.depthBias;
- float depth = shadowParameters.depth;
- float nDotL = shadowParameters.nDotL;
- float normalShadingSmooth = shadowParameters.normalShadingSmooth;
- float darkness = shadowParameters.darkness;
- vec2 uv = shadowParameters.texCoords;
- depth -= depthBias;
- #ifdef USE_SOFT_SHADOWS
- vec2 texelStepSize = shadowParameters.texelStepSize;
- float radius = 1.0;
- float dx0 = -texelStepSize.x * radius;
- float dy0 = -texelStepSize.y * radius;
- float dx1 = texelStepSize.x * radius;
- float dy1 = texelStepSize.y * radius;
- float visibility = (
- czm_shadowDepthCompare(shadowMap, uv, depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy0), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy0), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy0), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, 0.0), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, 0.0), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy1), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy1), depth) +
- czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy1), depth)
- ) * (1.0 / 9.0);
- #else
- float visibility = czm_shadowDepthCompare(shadowMap, uv, depth);
- #endif
- return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
- }
- #endif
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