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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>