THREE.JS / FOUNDATIONS — WEBGPU PMREM EQUIRECTANGULAR

One panorama, thirty materials.

A bounded implementation of the official equirectangular PMREM contract: decode the Ultra HDR source, prefilter it for physical materials, and expose the filtered radiance through the native node path or an explicit WebGL2 reference.

Initializing equirectangular PMREM—
Preparing the panorama, PMREM node, and material grid.
BACKEND
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ASSET
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SOURCE
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PIPELINE
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GRID
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SAMPLE
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Equirectangular PMREM controlsULTRAHDR / TSL
Equirectangular PMREM / direct panorama contracts

Native WebGPU follows the PMREM lane with UltraHDRLoader, EquirectangularReflectionMapping, pmremTexture(map, normalWorldGeometry, uniform(0.5)), and a 6×5 MeshPhysicalNodeMaterial grid. Add ?direct=1 to exercise the pinned TextureLoader → texture(..., equirectUV()) → scene.backgroundNode panorama path; add ?backend=webgl for the explicit WebGL2 background-texture reference.

Derived from the pinned official WebGPU equirectangular panorama example and the separate PMREM example. This bounded study uses the bundled panorama and does not claim exact page/pixels, Inspector/presentation parity, arbitrary HDR formats, device/performance coverage, or whole-example fidelity.