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    Interface SkinnedShadowPipeline

    The surface the §69 caster pass needs from the skinned depth-only program — ShadowProgram's two matrix uploads plus the palette. Structural, so the renderer (and gl-shadow.ts) never names the class or the skinning GLSL; those live behind registerSkinningPipeline.

    interface SkinnedShadowPipeline {
        setJointMatrices(palette: Float32Array): void;
        setModel(matrix: Matrix4): void;
        setViewProjection(matrix: Matrix4): void;
        use(): void;
    }

    Implemented by

    Index
    • Uploads the item's joint palette — 16 floats per joint (§54).

      Parameters

      • palette: Float32Array

      Returns void

    • Uploads one caster's world matrix.

      Parameters

      Returns void

    • Uploads the light's shadow view-projection, once per shadow pass.

      Parameters

      Returns void

    • Makes this the current program.

      Returns void