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@@ -1,75 +1,75 @@
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-<!DOCTYPE html>
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-<html lang="en">
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- <head>
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- <meta charset="utf-8" />
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- <base href="../../" />
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- <script src="list.js"></script>
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- <script src="page.js"></script>
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- <link type="text/css" rel="stylesheet" href="page.css" />
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- </head>
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- <body>
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-
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- <h1>[name]</h1>
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-
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- <div class="desc">TODO</div>
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-
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- <h2>Constructor</h2>
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-
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-
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- <h3>[name]( [page:Camera camera] )</h3>
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- <div>
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- [page:Camera camera] — The shadow's view of the world.
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- </div>
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-
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- <h2>Properties</h2>
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-
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- <h3>[property:Camera camera]</h3>
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- <div>
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- The shadow's view of the world.
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- </div>
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-
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- <h3>[property:Float bias]</h3>
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- <div>
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- Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
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- Default — *0*.
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- </div>
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-
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- <h3>[property:Float radius]</h3>
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- <div>
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- TODO<br />
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- Default - *0*.
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- </div>
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-
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- <h3>[property:Vector2 mapSize]</h3>
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- <div>
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- The width and height of the shadow map stored in a [page:Vector2 Vector2].<br />
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- Default — *( 512, 512 )*.
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- </div>
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-
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- <h3>[property:WebGLRenderTarget map]</h3>
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- <div>
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- The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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- </div>
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-
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- <h3>[property:Matrix4 matrix]</h3>
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- <div>
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- Model to shadow camera space, to compute location and depth in shadow map. Stored in a [page:Matrix4 Matrix4]. Computed internally during rendering.
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- </div>
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-
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-
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- <h2>Methods</h2>
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- <h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
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- <div>
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- Copies value of *source* to this LightShadow object.
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- </div>
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-
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- <h3>[method:LightShadow clone]()</h3>
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- <div>
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- It returns a clone of LightShadow.
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- </div>
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-
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- <h2>Source</h2>
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-
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- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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- </body>
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-</html>
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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../../" />
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+ <script src="list.js"></script>
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|
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+
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+ <h1>[name]</h1>
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+
|
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+ <div class="desc">TODO</div>
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+
|
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+ <h2>Constructor</h2>
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+
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+
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+ <h3>[name]( [page:Camera camera] )</h3>
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+ <div>
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+ [page:Camera camera] — The shadow's view of the world.
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+ </div>
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+
|
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+ <h2>Properties</h2>
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+
|
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+ <h3>[property:Camera camera]</h3>
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+ <div>
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+ The shadow's view of the world.
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+ </div>
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+
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+ <h3>[property:Float bias]</h3>
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+ <div>
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+ Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
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|
+ Default — *0*.
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+ </div>
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+
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+ <h3>[property:Float radius]</h3>
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+ <div>
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+ TODO<br />
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+ Default - *0*.
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+ </div>
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+
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+ <h3>[property:Vector2 mapSize]</h3>
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+ <div>
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+ The width and height of the shadow map stored in a [page:Vector2 Vector2].<br />
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+ Default — *( 512, 512 )*.
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+ </div>
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+
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+ <h3>[property:WebGLRenderTarget map]</h3>
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+ <div>
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+ The depth map generated using the internal camera; a location beyond a pixel's depth is in shadow. Computed internally during rendering.
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+ </div>
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+
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+ <h3>[property:Matrix4 matrix]</h3>
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+ <div>
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+ Model to shadow camera space, to compute location and depth in shadow map. Stored in a [page:Matrix4 Matrix4]. Computed internally during rendering.
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+ </div>
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+
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+
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+ <h2>Methods</h2>
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+ <h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
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+ <div>
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+ Copies value of *source* to this LightShadow object.
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+ </div>
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+
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+ <h3>[method:LightShadow clone]()</h3>
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+ <div>
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+ It returns a clone of LightShadow.
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+ </div>
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+
|
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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