THREE.JS / FOUNDATIONS — PROJECTED SHADOWS

Shadows without a shadow map.

Keep the custom ShadowMesh path visible: animated geometry, a plane-projection matrix, explicit directional-versus-point divergence, and a stencil-capable renderer.

Initializing ShadowMeshWebGL2
Preparing projected shadows and the ground receiver.
BACKEND
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MODE
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W
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ACTORS
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STENCIL
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SAMPLE
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BUILDS
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Projection controlsDIRECTIONAL / POINT
ShadowMesh projection contract

ShadowMesh.update() projects each actor through a plane and homogeneous light position; w≈0 approximates directional light while w≈1 produces point-light divergence.

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