THREE.JS / FOUNDATIONS — WEBGL SHADOWS

Six directions of light.

Keep native PointLight cube shadows visible: animated colored sources, a back-side receiver shell, alpha-mapped light volumes, and an explicit renderer shadow-map lifecycle.

Initializing point shadowsWebGL2
Preparing the lights and receiver.
BACKEND
—
LIGHT / CASTING
—
MAP
—
RADIUS
—
BIAS
—
SAMPLE
—
BUILDS
—
Shadow controlsPOINT / CUBE / RECEIVER
PointLight shadow contract

Each PointLight owns a six-face shadow map; the renderer gate, map size, bias, radius, alpha-mapped shells, and receiver ownership remain explicit.

Derived from the official WebGL PointLight ShadowMap example, pinned source, PointLight, and PointLightShadow contracts. This bounded study does not claim whole-example fidelity.