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.
- 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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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.