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