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fix(core): draw the shadow map without per-layer polygon offset (1/5) - #10892
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Layer._drawLayer applies `getPolygonOffset` (default [0, -layerIndex * 100]) in every pass. The shadow map stores gl_FragCoord.z, which includes the offset, so the k-th layer drawn in the shadow pass stored a depth k * 100 * 2^-16 closer to the light. From the third layer on, layers fell partly or fully into their own shadow. ShadowPass now sets depthBias: 0 so the shadow map is drawn without the offset. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
[Medium impact] The PR appears safe to merge; no blocking issues were found. Summary
No actionable issues were found. Tests were not run. The golden image could not be visually inspected because image input is unavailable. Reviews (3) · Last reviewed commit: "Merge branch 'master' into fix/shadow-pa..." · Reviewed by Greptile |
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Reviewed; the per-layer depth-bias fix is ready to approve.
# Conflicts: # test/modules/core/passes/shadow-pass.spec.ts # test/render/test-cases/effects.spec.ts
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This was referenced Oct 26, 2026
This was referenced Oct 26, 2026
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Layer._drawLayer applies `getPolygonOffset` (default [0, -layerIndex * 100]) in every pass. The shadow map stores gl_FragCoord.z, which includes the offset, so the k-th layer drawn in the shadow pass stored a depth k * 100 * 2^-16 closer to the light. From the third layer on, layers fell partly or fully into their own shadow. ShadowPass now sets depthBias: 0 so the shadow map is drawn without the offset. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 324350c)
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Released in deck.gl 9.4.1. Thanks @charlieforward9! |
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Closes #10889. Part 1 of 5 of the shadow fixes; #10890 has merged.
The per-layer polygon offset (
getPolygonOffset) is also applied when drawing the shadow map. Each later layer stores a depth closer to the light and shadows itself.ShadowPassnow draws the shadow map without the offset.Change List
ShadowPass.getLayerParameters: setdepthBias: 0shadow-effect-layer-indexwith new golden imageEight flat layers. Left: master. Middle: master with
getPolygonOffset: null. Right: this PR.The new tests fail on master.
Shadow fixes
Each part touches the
shadowmodule,LightingEffect, or theeffectsrender tests, so they merge in this order:DirectionalLight_shadowBounds