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Description
Description
Additional changes are required for WebGLRenderer
to properly support a reversed depth buffer.
Shadow Bias - Either modify the shaders to accommodate a reversed depth buffer, or do nothing, and require the user to negate the bias at the app level.
I expect shadowNormalBias
is OK as-is, but it would be good if someone can confirm that.
SSAO - With reversed depth buffer, shadows incorrectly appear inside the edge of the mesh.
Depth-Of-Field - TBD
Reproduction steps
n/a
Code
n/a
Live example
n/a
Screenshots
No response
Version
r180
Device
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Browser
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OS
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