Interface: EntityShadowUniforms
Properties
uCascadeSplit0
• uCascadeSplit0: IUniform<number>
uCascadeSplit1
• uCascadeSplit1: IUniform<number>
uCascadeSplit2
• uCascadeSplit2: IUniform<number>
uMinOccluderDepth
• uMinOccluderDepth: IUniform<number>
uShadowBias
• uShadowBias: IUniform<number>
uShadowDepthPerBlock
• uShadowDepthPerBlock: IUniform<number>
Near-cascade shadow-map depth per block along the light.
uShadowIgnoresSelf
• uShadowIgnoresSelf: IUniform<number>
1 when nothing inside uShadowSelfBounds may shade the surface on any
face: a first-person viewmodel, held at the eye while the body behind
it still casts. 0 (the default) keeps a body's own shadow on the faces
that look toward the sun, as a head shades the shoulders below it.
uShadowMap0
• uShadowMap0: IUniform<Texture<unknown>>
uShadowMap1
• uShadowMap1: IUniform<Texture<unknown>>
uShadowMap2
• uShadowMap2: IUniform<Texture<unknown>>
uShadowMatrix0
• uShadowMatrix0: IUniform<Matrix4>
uShadowMatrix1
• uShadowMatrix1: IUniform<Matrix4>
uShadowMatrix2
• uShadowMatrix2: IUniform<Matrix4>
uShadowNormalBias
• uShadowNormalBias: IUniform<number>
uShadowSelfBounds
• uShadowSelfBounds: IUniform<Vector4>
The receiving body's own bounding sphere in world space (centre, radius;
radius 0 for none), read by getEntityShadowAt: an occluder inside it,
along the ray to the sun, is the body itself and casts nothing onto it.
A body shares one vector across all of its parts' uniforms.
uShadowStrength
• uShadowStrength: IUniform<number>
uShadowWorldMatrix
• uShadowWorldMatrix: IUniform<Matrix4>
Carries the frame a surface is drawn in into the world its shadows are cast in; identity for anything drawn in the world. A viewmodel drawn in a scene of its own about the eye sets where that scene sits.
uSunColor
• uSunColor: IUniform<Color>
uSunDirection
• uSunDirection: IUniform<Vector3>
uSunlightIntensity
• uSunlightIntensity: IUniform<number>
uWorldOffset
• uWorldOffset: IUniform<Vector3>