385 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			385 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	Vector2,
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	Vector3,
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	DirectionalLight,
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	MathUtils,
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	ShaderChunk,
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	Matrix4,
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	Box3
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} from 'three';
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import { CSMFrustum } from './CSMFrustum.js';
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import { CSMShader } from './CSMShader.js';
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const _cameraToLightMatrix = new Matrix4();
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const _lightSpaceFrustum = new CSMFrustum();
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const _center = new Vector3();
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const _bbox = new Box3();
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const _uniformArray = [];
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const _logArray = [];
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const _lightOrientationMatrix = new Matrix4();
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const _lightOrientationMatrixInverse = new Matrix4();
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const _up = new Vector3( 0, 1, 0 );
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export class CSM {
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	constructor( data ) {
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		this.camera = data.camera;
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		this.parent = data.parent;
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		this.cascades = data.cascades || 3;
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		this.maxFar = data.maxFar || 100000;
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		this.mode = data.mode || 'practical';
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		this.shadowMapSize = data.shadowMapSize || 2048;
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		this.shadowBias = data.shadowBias || 0.000001;
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		this.lightDirection = data.lightDirection || new Vector3( 1, - 1, 1 ).normalize();
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		this.lightIntensity = data.lightIntensity || 3;
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		this.lightNear = data.lightNear || 1;
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		this.lightFar = data.lightFar || 2000;
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		this.lightMargin = data.lightMargin || 200;
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		this.customSplitsCallback = data.customSplitsCallback;
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		this.fade = false;
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		this.mainFrustum = new CSMFrustum();
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		this.frustums = [];
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		this.breaks = [];
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		this.lights = [];
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		this.shaders = new Map();
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		this.createLights();
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		this.updateFrustums();
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		this.injectInclude();
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	}
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	createLights() {
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		for ( let i = 0; i < this.cascades; i ++ ) {
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			const light = new DirectionalLight( 0xffffff, this.lightIntensity );
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			light.castShadow = true;
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			light.shadow.mapSize.width = this.shadowMapSize;
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			light.shadow.mapSize.height = this.shadowMapSize;
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			light.shadow.camera.near = this.lightNear;
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			light.shadow.camera.far = this.lightFar;
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			light.shadow.bias = this.shadowBias;
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			this.parent.add( light );
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			this.parent.add( light.target );
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			this.lights.push( light );
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		}
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	}
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	initCascades() {
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		const camera = this.camera;
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		camera.updateProjectionMatrix();
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		this.mainFrustum.setFromProjectionMatrix( camera.projectionMatrix, this.maxFar );
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		this.mainFrustum.split( this.breaks, this.frustums );
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	}
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	updateShadowBounds() {
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		const frustums = this.frustums;
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		for ( let i = 0; i < frustums.length; i ++ ) {
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			const light = this.lights[ i ];
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			const shadowCam = light.shadow.camera;
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			const frustum = this.frustums[ i ];
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			// Get the two points that represent that furthest points on the frustum assuming
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			// that's either the diagonal across the far plane or the diagonal across the whole
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			// frustum itself.
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			const nearVerts = frustum.vertices.near;
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			const farVerts = frustum.vertices.far;
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			const point1 = farVerts[ 0 ];
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			let point2;
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			if ( point1.distanceTo( farVerts[ 2 ] ) > point1.distanceTo( nearVerts[ 2 ] ) ) {
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				point2 = farVerts[ 2 ];
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			} else {
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				point2 = nearVerts[ 2 ];
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			}
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			let squaredBBWidth = point1.distanceTo( point2 );
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			if ( this.fade ) {
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				// expand the shadow extents by the fade margin if fade is enabled.
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				const camera = this.camera;
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				const far = Math.max( camera.far, this.maxFar );
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				const linearDepth = frustum.vertices.far[ 0 ].z / ( far - camera.near );
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				const margin = 0.25 * Math.pow( linearDepth, 2.0 ) * ( far - camera.near );
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				squaredBBWidth += margin;
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			}
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			shadowCam.left = - squaredBBWidth / 2;
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			shadowCam.right = squaredBBWidth / 2;
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			shadowCam.top = squaredBBWidth / 2;
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			shadowCam.bottom = - squaredBBWidth / 2;
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			shadowCam.updateProjectionMatrix();
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		}
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	}
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	getBreaks() {
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		const camera = this.camera;
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		const far = Math.min( camera.far, this.maxFar );
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		this.breaks.length = 0;
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		switch ( this.mode ) {
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			case 'uniform':
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				uniformSplit( this.cascades, camera.near, far, this.breaks );
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				break;
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			case 'logarithmic':
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				logarithmicSplit( this.cascades, camera.near, far, this.breaks );
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				break;
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			case 'practical':
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				practicalSplit( this.cascades, camera.near, far, 0.5, this.breaks );
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				break;
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			case 'custom':
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				if ( this.customSplitsCallback === undefined ) console.error( 'CSM: Custom split scheme callback not defined.' );
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				this.customSplitsCallback( this.cascades, camera.near, far, this.breaks );
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				break;
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		}
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		function uniformSplit( amount, near, far, target ) {
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			for ( let i = 1; i < amount; i ++ ) {
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				target.push( ( near + ( far - near ) * i / amount ) / far );
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			}
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			target.push( 1 );
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		}
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		function logarithmicSplit( amount, near, far, target ) {
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			for ( let i = 1; i < amount; i ++ ) {
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				target.push( ( near * ( far / near ) ** ( i / amount ) ) / far );
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			}
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			target.push( 1 );
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		}
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		function practicalSplit( amount, near, far, lambda, target ) {
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			_uniformArray.length = 0;
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			_logArray.length = 0;
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			logarithmicSplit( amount, near, far, _logArray );
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			uniformSplit( amount, near, far, _uniformArray );
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			for ( let i = 1; i < amount; i ++ ) {
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				target.push( MathUtils.lerp( _uniformArray[ i - 1 ], _logArray[ i - 1 ], lambda ) );
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			}
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			target.push( 1 );
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		}
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	}
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	update() {
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		const camera = this.camera;
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		const frustums = this.frustums;
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		// for each frustum we need to find its min-max box aligned with the light orientation
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		// the position in _lightOrientationMatrix does not matter, as we transform there and back
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		_lightOrientationMatrix.lookAt( new Vector3(), this.lightDirection, _up );
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		_lightOrientationMatrixInverse.copy( _lightOrientationMatrix ).invert();
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		for ( let i = 0; i < frustums.length; i ++ ) {
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			const light = this.lights[ i ];
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			const shadowCam = light.shadow.camera;
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			const texelWidth = ( shadowCam.right - shadowCam.left ) / this.shadowMapSize;
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			const texelHeight = ( shadowCam.top - shadowCam.bottom ) / this.shadowMapSize;
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			_cameraToLightMatrix.multiplyMatrices( _lightOrientationMatrixInverse, camera.matrixWorld );
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			frustums[ i ].toSpace( _cameraToLightMatrix, _lightSpaceFrustum );
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			const nearVerts = _lightSpaceFrustum.vertices.near;
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			const farVerts = _lightSpaceFrustum.vertices.far;
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			_bbox.makeEmpty();
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			for ( let j = 0; j < 4; j ++ ) {
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				_bbox.expandByPoint( nearVerts[ j ] );
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				_bbox.expandByPoint( farVerts[ j ] );
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			}
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			_bbox.getCenter( _center );
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			_center.z = _bbox.max.z + this.lightMargin;
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			_center.x = Math.floor( _center.x / texelWidth ) * texelWidth;
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			_center.y = Math.floor( _center.y / texelHeight ) * texelHeight;
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			_center.applyMatrix4( _lightOrientationMatrix );
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			light.position.copy( _center );
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			light.target.position.copy( _center );
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			light.target.position.x += this.lightDirection.x;
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			light.target.position.y += this.lightDirection.y;
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			light.target.position.z += this.lightDirection.z;
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		}
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	}
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	injectInclude() {
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		ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
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		ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
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	}
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	setupMaterial( material ) {
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		material.defines = material.defines || {};
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		material.defines.USE_CSM = 1;
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		material.defines.CSM_CASCADES = this.cascades;
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		if ( this.fade ) {
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			material.defines.CSM_FADE = '';
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		}
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		const breaksVec2 = [];
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		const scope = this;
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		const shaders = this.shaders;
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		material.onBeforeCompile = function ( shader ) {
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			const far = Math.min( scope.camera.far, scope.maxFar );
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			scope.getExtendedBreaks( breaksVec2 );
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			shader.uniforms.CSM_cascades = { value: breaksVec2 };
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			shader.uniforms.cameraNear = { value: scope.camera.near };
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			shader.uniforms.shadowFar = { value: far };
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			shaders.set( material, shader );
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		};
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		shaders.set( material, null );
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	}
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	updateUniforms() {
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		const far = Math.min( this.camera.far, this.maxFar );
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		const shaders = this.shaders;
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		shaders.forEach( function ( shader, material ) {
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			if ( shader !== null ) {
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				const uniforms = shader.uniforms;
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				this.getExtendedBreaks( uniforms.CSM_cascades.value );
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				uniforms.cameraNear.value = this.camera.near;
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				uniforms.shadowFar.value = far;
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			}
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			if ( ! this.fade && 'CSM_FADE' in material.defines ) {
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				delete material.defines.CSM_FADE;
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				material.needsUpdate = true;
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			} else if ( this.fade && ! ( 'CSM_FADE' in material.defines ) ) {
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				material.defines.CSM_FADE = '';
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				material.needsUpdate = true;
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			}
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		}, this );
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	}
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	getExtendedBreaks( target ) {
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		while ( target.length < this.breaks.length ) {
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			target.push( new Vector2() );
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		}
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		target.length = this.breaks.length;
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		for ( let i = 0; i < this.cascades; i ++ ) {
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			const amount = this.breaks[ i ];
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			const prev = this.breaks[ i - 1 ] || 0;
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			target[ i ].x = prev;
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			target[ i ].y = amount;
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		}
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	}
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	updateFrustums() {
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		this.getBreaks();
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		this.initCascades();
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		this.updateShadowBounds();
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		this.updateUniforms();
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	}
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	remove() {
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		for ( let i = 0; i < this.lights.length; i ++ ) {
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			this.parent.remove( this.lights[ i ].target );
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			this.parent.remove( this.lights[ i ] );
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		}
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	}
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	dispose() {
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		const shaders = this.shaders;
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		shaders.forEach( function ( shader, material ) {
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			delete material.onBeforeCompile;
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			delete material.defines.USE_CSM;
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			delete material.defines.CSM_CASCADES;
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			delete material.defines.CSM_FADE;
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			if ( shader !== null ) {
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				delete shader.uniforms.CSM_cascades;
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				delete shader.uniforms.cameraNear;
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				delete shader.uniforms.shadowFar;
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			}
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			material.needsUpdate = true;
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		} );
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		shaders.clear();
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	}
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}
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