H A D | 3d_dm_shadowing_common.h | 36 float GetPcfSample(sampler2DShadow shadow, const vec2 baseUv, const vec2 offset, const float compar… in GetPcfSample() argument 45 return texture(shadow, vec3(baseUv + uvOffset, compZ)).x; in GetPcfSample() 73 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadow() local 110 …sum += uw0 * vw0 * GetPcfSample(shadow, baseUv, vec2(u0, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow() 111 …sum += uw1 * vw0 * GetPcfSample(shadow, baseUv, vec2(u1, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow() 112 …sum += uw2 * vw0 * GetPcfSample(shadow, baseUv, vec2(u2, v0), compareDepth, texelSize, receiverPla… in CalcPcfShadow() 114 …sum += uw0 * vw1 * GetPcfSample(shadow, baseUv, vec2(u0, v1), compareDepth, texelSize, receiverPla… in CalcPcfShadow() 115 …sum += uw1 * vw1 * GetPcfSample(shadow, baseUv, vec2(u1, v1), compareDepth, texelSize, receiverPla… in CalcPcfShadow() 145 vec2 baseUv = (floor(uv) - offset) * texelSize; in CalcPcfShadowMed() local 201 const vec2 baseUv = shadowCoord.xy; in CalcPcfShadowSimpleSample() local [all …]
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