vSMPass method
Implementation
void vSMPass(LightShadow shadow, Camera camera) {
var geometry = _objects.update(fullScreenMesh);
if (shadowMaterialVertical.defines!["VSM_SAMPLES"] != shadow.blurSamples) {
shadowMaterialVertical.defines!["VSM_SAMPLES"] = shadow.blurSamples;
shadowMaterialHorizontal.defines!["VSM_SAMPLES"] = shadow.blurSamples;
shadowMaterialVertical.needsUpdate = true;
shadowMaterialHorizontal.needsUpdate = true;
}
// vertical pass
shadowMaterialVertical.uniforms["shadow_pass"].value = shadow.map!.texture;
shadowMaterialVertical.uniforms["resolution"].value = shadow.mapSize;
shadowMaterialVertical.uniforms["radius"].value = shadow.radius;
_renderer.setRenderTarget(shadow.mapPass);
_renderer.clear();
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null);
// horizontal pass
shadowMaterialHorizontal.uniforms["shadow_pass"].value = shadow.mapPass!.texture;
shadowMaterialHorizontal.uniforms["resolution"].value = shadow.mapSize;
shadowMaterialHorizontal.uniforms["radius"].value = shadow.radius;
_renderer.setRenderTarget(shadow.map);
_renderer.clear();
_renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
}