{"shas":[["77341c86b1808967276281114249a59847648d50","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","First attempt at shadow mapping (work-in-progress).","alteredq"],["3ce4e9090957bd7c31f771a557590f0fbba7b705","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Added forgotten SpotLight.js","alteredq"],["ae2357a0997bb5e5021b602247a6a5038977c9f1","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Added handling of multiple shadows. Added matrix4 array and texture array uniform types.","alteredq"],["5fd7ee2f3b37bfacf927b5142264bcfefdf41370","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Normalized FirstPersonCamera vertical look speed when using vertical look angle constrains.","alteredq"],["73cb0bf616d336f9091f298651efe4d59a36d7d6","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Added percentage-close filtering to shadow map shader.\n\nNine tap sampling, by default it's on, switch off with:\n\nrenderer.shadowMapSoft = false;","alteredq"],["b7987429ac17e7e5d1d3bb7d6b4aedc78c10b3df","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Tried texture2DProj instead of texture2D for shadow maps.\n\nDoesn't seem to produce visible difference.","alteredq"],["6376d990058b4d8c0aa1f02c73f34de08fcdfec1","abc044376050fd9573656d3830f44f96cd995c50@gmail.com","Added shadow map example.\n\nNote: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the \"right way\".","alteredq"],["c5d812da293289d8f7f2640ee60115a514793ff2","59bd0a3ff43b32849b319e645d4798d8a5d1e889@mrdoob.com","Merge remote branch 'alteredq/dev' into dev","Mr.doob"]],"ref":"refs/heads/dev","size":8,"head":"c5d812da293289d8f7f2640ee60115a514793ff2","push_id":37932405}