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cc-shadow-map-fs.chunk
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cc-shadow-map-fs.chunk
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in vec4 v_shadowPos;
#include <cc-shadow>
#include <packing>
#pragma builtin(global)
layout(set = 0, binding = 4) uniform sampler2D cc_shadowMap;
vec4 CCGetShadowFactorX1 () {
vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;
float depth = unpackRGBAToDepth(texture(cc_shadowMap, clipPos.xy));
if (depth < (clipPos.z - 0.001)) return cc_shadowColor;
else return vec4(0);
}
vec4 CCGetShadowFactorX5 () {
vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;
float offsetx = 1.0 / cc_shadowSize.x;
float offsety = 1.0 / cc_shadowSize.y;
float depth = 0.0;
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)));
depth /= 5.0;
if (depth < (clipPos.z - 0.001)) return cc_shadowColor;
else return vec4(0);
}
vec4 CCGetShadowFactorX9 () {
vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;
float offsetx = 1.0 / cc_shadowSize.x;
float offsety = 1.0 / cc_shadowSize.y;
float depth = 0.0;
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y - offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y + offsety)));
depth += unpackRGBAToDepth(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)));
depth /= 9.0;
if (depth < (clipPos.z - 0.001)) return cc_shadowColor;
else return vec4(0);
}