@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
16 lines (15 loc) • 510 B
TypeScript
/**
* A render pass used to render local non-clustered shadows. It represents rendering to a single
* face of shadow map, as each face is a separate render target.
*
* @ignore
*/
export class RenderPassShadowLocalNonClustered extends RenderPass {
constructor(device: any, shadowRenderer: any, light: any, face: any, applyVsm: any);
shadowRenderer: any;
light: any;
face: any;
applyVsm: any;
shadowCamera: any;
}
import { RenderPass } from '../../platform/graphics/render-pass.js';