THREE.JS / WEBGPU ENVIRONMENT GRAPH
Two skies, one reflection.
Two deterministic six-face CubeTexture sources feed a native TSL mix node. The forced WebGL2 lane is labeled separately and selects one source at the midpoint.
Initializing—
Creating two cubemap sources and the native mix graph.
- backend
- —
- sources
- —
- faces
- —
- graph
- —
- spheres
- —
- sample
- —
- builds
- —
- exposure
- 1.00
- mix
- 0.50
Selected source contractCubeTexture A + CubeTexture B → mix(factor) → envNode
Native WebGPU keeps both cube samplers in a live node graph. The WebGL2 comparison executes a direct material envMap threshold and does not claim TSL graph parity.
Derived from the pinned WebGPU cubemap mix example and installed TSL cubeTexture/mix sources. Local face fixtures, exact official assets, page/pixel fidelity, device matrices, performance calibration, and whole-example fidelity remain separate.
Study issue