From 6b1867e3e11a4c03f12d4b085169842ff520bcae Mon Sep 17 00:00:00 2001
From: supereggbert
These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.
[page:Camera camera] - the light's view of the world.
[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.
[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).
- [page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
+ [page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.
+ [page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm.
Tone Mapping
diff --git a/docs/api/en/lights/shadows/LightShadow.html b/docs/api/en/lights/shadows/LightShadow.html
index 0ffc7c9630..6f5f02e5e6 100644
--- a/docs/api/en/lights/shadows/LightShadow.html
+++ b/docs/api/en/lights/shadows/LightShadow.html
@@ -22,7 +22,7 @@
- Create a new [name]. This is not intended to be called directly - it is used as a base class by
+ Create a new [name]. This is not intended to be called directly - it is used as a base class by
other light shadows.
+ The distribution map generated using the internal camera; an occlusion is calculated based + on the distribution of depths. Computed internally during rendering. +
+
A [Page:Vector2] defining the width and height of the shadow map.
@@ -56,7 +62,6 @@
The default is *( 512, 512 )*.
Model to shadow camera space, to compute location and depth in shadow map. Stored @@ -118,8 +123,6 @@
- [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js] -
+ [link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]