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Custom render passess & Implementing shadows #186

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@Arsakes

What is the simple way to implement shadows given tools we have withing XML3D?

What I need is two pasess.
One that renders whole scene geometry into depth map, then sends this as a texture to the next pass.
Second pass also renders whole geometry but with different shaders. Is that possible?

I mean somehow easier than manually giving whole geometry to the pass and setting shaders.
The whole difference would be replacement shaders within "normal" pass.

EDIT: if it would be too hard to do shadows I can somehow bake them.
How can I save current canvas into downloadable image?

EDIT2:
There is an extension to webgl that allows you to render depth into the same buffer.

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