dist/claygl.es.js
function (renderer, size) {
        renderer.saveClear();
        var viewport = renderer.viewport;
        var x = 0, y = 0;
        var width = size || viewport.width / 4;
        var height = width;
        if (this.softShadow === ShadowMapPass.VSM) {
            this._outputDepthPass.material.define('fragment', 'USE_VSM');
        }
        else {
            this._outputDepthPass.material.undefine('fragment', 'USE_VSM');
        }
        for (var name in this._textures) {
            var texture = this._textures[name];
            renderer.setViewport(x, y, width * texture.width / texture.height, height);
            this._outputDepthPass.setUniform('depthMap', texture);
            this._outputDepthPass.render(renderer);
            x += width * texture.width / texture.height;
        }
        renderer.setViewport(viewport);
        renderer.restoreClear();
    }
function (renderer, size) {
        renderer.saveClear();
        var viewport = renderer.viewport;
        var x = 0, y = 0;
        var width = size || viewport.width / 4;
        var height = width;
        if (this.softShadow === ShadowMapPass.VSM) {
            this._outputDepthPass.material.define('fragment', 'USE_VSM');
        }
        else {
            this._outputDepthPass.material.undefine('fragment', 'USE_VSM');
        }
        for (var name in this._textures) {
            var texture = this._textures[name];
            renderer.setViewport(x, y, width * texture.width / texture.height, height);
            this._outputDepthPass.setUniform('depthMap', texture);
            this._outputDepthPass.render(renderer);
            x += width * texture.width / texture.height;
        }
        renderer.setViewport(viewport);
        renderer.restoreClear();
    }
function ( renderer , size ) { renderer . saveClear ( ) ; var viewport = renderer . viewport ; var x = 0 , y = 0 ; var width = size || viewport . width / 4 ; var height = width ; if ( this . softShadow === ShadowMapPass . VSM ) { this . _outputDepthPass . material . define ( 'fragment' , 'USE_VSM' ) ; } else { this . _outputDepthPass . material . undefine ( 'fragment' , 'USE_VSM' ) ; } for ( var name in this . _textures ) { var texture = this . _textures [ name ] ; renderer . setViewport ( x , y , width * texture . width / texture . height , height ) ; this . _outputDepthPass . setUniform ( 'depthMap' , texture ) ; this . _outputDepthPass . render ( renderer ) ; x += width * texture . width / texture . height ; } renderer . setViewport ( viewport ) ; renderer . restoreClear ( ) ; }
Debug rendering of shadow textures
@param  {clay.Renderer} renderer
@param  {number} size
@memberOf clay.prePass.ShadowMap.prototype
Debug rendering of shadow textures