magic-pixels
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    Class WebGL2Renderer

    WebGL2 renderer. Owns every GPU resource: programs (one per material), vertex array objects and buffers (one set per geometry) and textures. Scene objects stay plain data and can be shared between meshes freely. Materials need a glsl shader source pair.

    Shaders can declare the built-in uniforms modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix (mat4) and normalMatrix (mat3); they are set per mesh from the scene graph and the camera, unless the material defines a uniform of the same name. The same goes for the lights of the frame, in view space with colours premultiplied by intensity: ambientLightColor (vec3), directionalLightDirections[] and directionalLightColors[] (vec3 arrays) with directionalLightCount (int), and pointLightPositions[], pointLightColors[] (vec3 arrays), pointLightRanges[] (float array) with pointLightCount. The array lengths are the shader's choice; lights beyond them are dropped. See LightUniforms.

    Implements

    Index
    autoClear: boolean = true

    clear color and depth at the start of every render (default true)

    canvas: HTMLCanvasElement
    gl: WebGL2RenderingContext
    pixelRatio: number = 1