webgl_advanced 22 Q&As

WebGL Advanced FAQ & Answers

22 expert WebGL Advanced answers researched from official documentation. Every answer cites authoritative sources you can verify.

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22 questions
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Vertex shaders execute once per vertex, fragment shaders execute once per pixel (fragment). Performance disparity is massive: 1000-vertex model at 1920x1080 resolution = ~1000 vertex shader executions vs ~2 million fragment shader executions (2000x difference). Rule: do maximum work in vertex shader since it runs far fewer times. Fragment shaders are bottleneck for fill-rate intensive scenes (large screen coverage, complex per-pixel effects). Vertex-bound scenarios: extremely high polygon count (>1M triangles), complex vertex transformations. Fragment-bound scenarios (most common): high resolution, expensive per-pixel calculations (lighting, shadows), many texture samples. Measurement: Use WebGL Inspector or Spector.js to profile. Indicators: fragment-bound if reducing resolution improves FPS significantly, vertex-bound if reducing geometry count helps more. Mobile performance: fragment shaders on ARM Mali process mediump precision 2x faster than highp - use lowest acceptable precision. Optimization strategy: move calculations to vertex shader, interpolate via varyings to fragment shader.

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Vertex shader (do here): (1) Lighting calculations - diffuse lighting per-vertex (Gouraud shading), transform normals and tangent-space basis. (2) Texture coordinate transformations - UV scrolling, projection mapping. (3) Position transformations - model-view-projection matrices, skinning animations. (4) Heavy math - complex calculations with results passed as varyings. Fragment shader (keep minimal): (1) Texture sampling - diffuse, normal, specular maps. (2) Per-pixel lighting - specular highlights requiring view direction. (3) Final color blending - alpha compositing, color correction. (4) Simple effects - fog, distance-based fading. Trade-off: Vertex shader produces lower quality (interpolated results, visible on low-poly models) vs fragment shader's per-pixel precision. Modern best practice: Vertex shader for diffuse/ambient lighting, fragment shader for specular and detail maps. When fragment-bound: Reduce resolution, optimize shader ALU ops, combine texture lookups. When vertex-bound: Implement LOD (Level of Detail), reduce geometry complexity, use instancing for repeated objects. Profile first - don't optimize blindly.

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PBR core components: Cook-Torrance microfacet BRDF (Bidirectional Reflectance Distribution Function) replaces Phong/Lambert, metallic-roughness workflow. Essential calculations: (1) Fresnel (Schlick approximation): vec3 F = F0 + (1.0 - F0) * pow(1.0 - max(dot(H, V), 0.0), 5.0) - F0 = base reflectivity (0.04 for dielectrics, albedo for metals). (2) Normal Distribution Function (GGX/Trowbridge-Reitz): float NDF = (roughness^4) / (PI * ((NdotH^2 * (roughness^4 - 1.0) + 1.0)^2)) - determines microfacet distribution. (3) Geometry function (Smith's method): float G = G1(NdotV) * G1(NdotL) where G1 = (2.0 * NdotX) / (NdotX + sqrt(roughness^2 + (1.0 - roughness^2) * NdotX^2)) - handles self-shadowing. BRDF formula: (NDF * G * F) / (4.0 * NdotV * NdotL). Image-Based Lighting: Prefiltered environment maps (diffuse irradiance cubemap, specular prefilter mipmap chain, BRDF LUT texture). Performance: ~2-3ms per frame for complex scenes. Use shader LOD - simplified BRDF for distant objects.

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Each draw call incurs CPU overhead: state changes (blend mode, depth test), uniform updates, buffer bindings, API call overhead. Bottleneck: >1000 draw calls = significant CPU time, GPU may idle waiting for commands. Each call ~0.1-0.5ms CPU overhead (varies by driver). Performance impact: 1000 draw calls = 100-500ms CPU time alone, impossible to maintain 60fps (16.67ms budget). Material/shader changes most expensive - trigger pipeline state changes. Texture binding changes also costly. Target: <500 draw calls per frame for consistent 60fps on desktop, <200 on mobile. Measurement: Use browser DevTools Performance panel or WebGL Inspector. Look for long JavaScript execution during render. Modern browsers expose gl.getParameter(gl.DRAW_CALLS) for profiling. Critical threshold: Beyond 1500 draw calls, CPU becomes primary bottleneck regardless of GPU power. Solution requires batching, instancing, or architectural changes. Three.js InstancedMesh and BatchedMesh optimize automatically. Note: WebGPU reduces draw call overhead significantly with command buffers and better state management.

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Optimization techniques: (1) Instancing - gl.drawArraysInstanced() / gl.drawElementsInstanced() draws multiple copies with single call. Pass per-instance data as attributes (instance matrices, colors). 50-100x reduction for repeated objects (trees, particles, crowds). (2) Geometry batching - merge static objects with same material into single vertex buffer. Render entire batch in one call. Downside: increases vertex count, more memory, breaks frustum culling granularity. Best for: static backgrounds, level geometry. (3) Texture atlases - combine multiple textures into single large texture, use UV offsets per object. Eliminates texture binding changes. (4) Material sorting - group draw calls by shader/material to minimize state changes. Render opaque front-to-back (early Z-cull), transparent back-to-front. (5) Uniform Buffer Objects (UBO) - WebGL 2.0 only, batch uniform updates. When to batch: Static objects, shared materials, <10K triangles per batch. When to instance: Many identical objects, dynamic transforms. Trade-off: Batching increases memory and loses culling precision, instancing requires shader support. Modern frameworks (Three.js) handle automatically with InstancedMesh and BatchedMesh.

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GPU occlusion culling uses occlusion queries to test object visibility before rendering full geometry. Process: (1) Create query: const query = gl.createQuery(). (2) Render bounding volumes (boxes, spheres) with color/depth writes disabled: gl.colorMask(false, false, false, false). (3) Execute query: gl.beginQuery(gl.ANY_SAMPLES_PASSED, query); drawBoundingBox(); gl.endQuery(gl.ANY_SAMPLES_PASSED). (4) Next frame, check results (asynchronous): if (gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE)) { const visible = gl.getQueryParameter(query, gl.QUERY_RESULT); if (visible > 0) { renderObject(); } }. Async nature: Results delayed 1-2 frames. Use predictive culling (assume visible if moving) or last frame's results. Bounding volume: Render simplified geometry (OBB, AABB, sphere) much cheaper than full object. Limitations: Query overhead ~0.1ms each, limit to 100-200 queries. Works best with hierarchical occlusion culling (test parent volumes first). Combine with frustum culling for best results. WebGL 2.0 required - no extension available for WebGL 1.0.

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Performance gains: 30-50% fewer draw calls in complex scenes with significant occlusion (dense urban environments, indoor scenes, forests). Bigger gains for overdraw-heavy scenarios where objects block each other. Example scenarios: (1) City scene with buildings - 40% reduction in rendered geometry when walking between buildings. (2) Indoor environment - 50-60% culling when rooms/corridors block each other. (3) Dense forest - 30-35% culling from tree occlusion. Best case: Architectural visualizations, CAD applications with large occluded volumes - can reach 70% culling. Worst case: Open outdoor scenes with distant camera (skybox, terrain) - minimal benefit, overhead outweighs gains. Performance characteristics: Most effective when: (1) Scene has natural occlusion hierarchy, (2) Objects are large enough that query overhead < rendering cost, (3) Camera movement is predictable (reduces false positives from 1-frame delay). Cost-benefit: Query overhead increases linearly with object count, benefit increases with scene complexity. Break-even ~100 objects. Below that, frustum culling alone is sufficient. Modern approach: hierarchical culling with BVH (Bounding Volume Hierarchy) reduces query count by testing groups first.

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Shader compilation blocks main thread causing stuttering. Best practices: (1) Async compilation - use setTimeout or requestIdleCallback between shader compiles during loading screen: compileShader(source); await new Promise(r => setTimeout(r, 0)); - yields to browser. (2) KHR_parallel_shader_compile extension - Chrome/Edge support async compilation: const ext = gl.getExtension('KHR_parallel_shader_compile'); gl.compileShader(shader); function checkReady() { if (gl.getShaderParameter(shader, ext.COMPLETION_STATUS_KHR)) { /* ready */ } else { requestAnimationFrame(checkReady); } }. (3) Program caching - cache compiled programs by shader source hash: const key = hash(vsSource + fsSource); if (cache[key]) return cache[key];. (4) Warm-up renders - render off-screen on first frame to trigger driver compilation: gl.viewport(0, 0, 1, 1); draw(); gl.viewport(0, 0, width, height);. (5) Precompile common shaders - compile during app initialization, not on-demand. Gotcha: Drivers may defer compilation until first draw call - warm-up prevents runtime stuttering. Three.js handles caching automatically.

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Deferred rendering separates geometry from lighting using Multiple Render Targets (MRT). Requires: WebGL 2.0 (gl.drawBuffers()) or WebGL 1.0 with WEBGL_draw_buffers extension. Two passes: (1) Geometry pass - render scene to G-buffer (multiple textures): Position, Normal, Albedo/Diffuse, Specular/Roughness. Fragment shader outputs: layout(location = 0) out vec4 gPosition; layout(location = 1) out vec4 gNormal; layout(location = 2) out vec4 gAlbedoSpec;. Setup: gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]);. (2) Lighting pass - render full-screen quad, sample G-buffer textures, calculate lighting for visible pixels only. Shader samples position/normal/albedo from textures, applies lighting equations. Architecture: Geometry pass writes scene info to textures, lighting pass reads textures and outputs final lit image. Benefits: Lighting complexity O(pixels × lights) vs forward rendering's O(geometry × lights). Efficient for 50+ lights without performance loss. Enables: Advanced post-processing (SSAO, SSR), efficient multi-light scenes, screen-space effects. WebGL 2.0 allows 4-8 MRT attachments (driver dependent).

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Deferred pros: (1) Lighting scales with screen pixels not geometry - 50+ lights with minimal cost. (2) Each pixel lit once (forward may shade same pixel multiple times with overlapping lights). (3) Enables advanced effects - SSAO, SSR, screen-space decals work naturally. Deferred cons: (1) High memory bandwidth - 4-5 full-resolution textures (Position: RGB16F, Normal: RGB16F, Albedo: RGBA8, Specular: RGBA8) = 40-50MB at 1080p. (2) No hardware MSAA - must use post-process anti-aliasing (FXAA, TAA, SMAA). (3) Transparency problem - cannot handle transparent objects (requires separate forward pass). (4) Single material per pixel - no blending multiple materials. (5) Bandwidth intensive - reading 4+ textures per pixel in lighting pass. Forward pros: Native MSAA, transparency support, less memory, simple implementation. Forward cons: Poor scaling with many lights, overdraw wastes computation. Best for deferred: Indoor scenes, many small lights (100+ lights achievable). Avoid deferred for: Outdoor scenes, few lights, heavy transparency, mobile (bandwidth constraints). Modern alternative: Clustered forward rendering - hybrid approach with better transparency support.

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Noise types: (1) Perlin noise - smooth, organic patterns, gradient-based interpolation. Classic for terrain, clouds. (2) Simplex noise - Ken Perlin's improved algorithm, fewer directional artifacts, ~25% faster than Perlin. Preferred for modern implementations. (3) Worley noise (Cellular) - Voronoi diagrams, creates cellular patterns. Great for stone, water foam, organic textures. (4) Value noise - Simplest, interpolates random values at grid points. Faster but blocky artifacts. Use cases: Terrain heightmaps (Perlin/Simplex FBM - Fractal Brownian Motion), water surface (multiple noise octaves), clouds (multi-octave Perlin), stone/marble (Worley), fire/smoke (animated noise). Fractal Brownian Motion (FBM): Layer multiple octaves at different frequencies: float fbm(vec2 p) { float value = 0.0; float amplitude = 0.5; for (int i = 0; i < octaves; i++) { value += amplitude * noise(p); p *= 2.0; amplitude *= 0.5; } return value; }. Each octave adds detail, doubles frequency, halves amplitude. Libraries: webgl-noise (Stefan Gustavson), lygia (Patricio Gonzalez Vivo) provide optimized implementations.

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Performance at 1080p (fragment shader, per-frame): (1) Value noise: ~0.5ms - fastest, simplest, lower quality. (2) Simplex noise: ~0.9ms - best quality-to-performance ratio. (3) Perlin noise: ~1.2ms - classic, slightly slower than Simplex. (4) Worley noise: ~2.5ms - slowest, complex distance calculations. 3D noise: ~3x slower than 2D (more lookups, interpolation). 4D (animated 3D) ~4-5x slower than 2D. Optimization strategies: (1) Texture-based noise - precompute to texture, sample instead of calculate. ~10x faster for static/repeated patterns. Trade memory for speed. (2) Reduce octaves - each FBM octave doubles cost. Use 3-4 max, not 8-10. (3) Level of Detail (LOD) - reduce octaves for distant objects: int octaves = max(1, 6 - int(distance * 0.5)). (4) Lower dimensions - use 2D noise with scrolling UV instead of 3D when possible. Shader optimization: Avoid dynamic loops, unroll octaves: value += 0.5 * noise(p); p *= 2.0; value += 0.25 * noise(p); instead of loop. Best practice: Bake static patterns to textures offline (Substance Designer, Houdini), compute dynamic effects in shader. Three.js examples use texture-based noise for terrain.

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Transform Feedback captures vertex shader outputs to buffer without rasterization, enabling GPU-side physics simulation. Particle system pattern: (1) Create two buffers (ping-pong): read buffer (current state), write buffer (next state). (2) Vertex shader updates particle state: integrate velocity, apply forces (gravity, wind), age particles, respawn dead particles. (3) Transform Feedback captures outputs: gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, tf); gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, writeBuffer); gl.beginTransformFeedback(gl.POINTS); gl.drawArrays(gl.POINTS, 0, particleCount); gl.endTransformFeedback();. (4) Swap buffers: write becomes read for next frame. (5) Render particles from current buffer. Vertex shader: #version 300 es\nout vec3 v_position; out vec3 v_velocity; out float v_life; outputs captured. Link program: gl.transformFeedbackVaryings(program, ['v_position', 'v_velocity', 'v_life'], gl.SEPARATE_ATTRIBS); gl.linkProgram(program);. Benefits: All computation on GPU, no CPU-GPU transfer, massively parallel (millions of particles), deterministic simulation. Limitations: No particle-particle interaction (particles independent). For collisions, use compute shaders in WebGPU.

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Performance gains: 10-100x faster than CPU-based particles. CPU: 10K-50K particles at 60fps (JavaScript loop overhead, data transfer). GPU Transform Feedback: 1M-10M particles at 60fps (parallel processing, no CPU-GPU transfer). Benchmarks: MacBook Pro M1: ~5M particles at 60fps with basic physics (gravity, velocity integration). High-end desktop GPU (RTX 3080): ~15M particles with collision detection via compute pass. Mobile (Snapdragon 888): ~500K particles maintaining 60fps. Scalability: Constant per-particle cost regardless of count (massively parallel). CPU scales linearly and badly with particle count. Memory efficiency: No double buffering between CPU/GPU. State lives entirely on GPU. Bottlenecks shift: From CPU JavaScript execution to GPU vertex processing and rasterization. Real-world use cases: 100K+ particle effects (explosions, fire, rain) with physics simulation. GPU particles standard for WebGL games and visualizations. Comparison: CPU 10K particles = ~8-10ms. GPU Transform Feedback 10K particles = ~0.5ms. GPU 1M particles = ~3-5ms (1000x more particles, 50% less time). Three.js GPUComputationRenderer wraps Transform Feedback pattern for easy use.

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UBOs group multiple uniforms into buffer objects for efficient batch updates. Benefits over individual uniforms: (1) Update many uniforms in one API call - gl.bufferSubData() updates entire block vs multiple gl.uniform*() calls. (2) Share uniform data across shader programs - bind same UBO to multiple shaders. (3) Faster performance - 5-10x speedup for >20 uniforms. (4) Memory layout control via std140 layout rules. Setup GLSL: #version 300 es\nlayout(std140) uniform SceneData { mat4 viewMatrix; mat4 projMatrix; vec3 cameraPos; float time; };. Create buffer: const ubo = gl.createBuffer(); gl.bindBuffer(gl.UNIFORM_BUFFER, ubo); const data = new Float32Array([...matrices, ...vectors]); gl.bufferData(gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW);. Bind to program: const blockIndex = gl.getUniformBlockIndex(program, 'SceneData'); gl.uniformBlockBinding(program, blockIndex, 0); gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo);. Binding point: Acts as shared location - multiple programs reference same binding point, which references one UBO. Change UBO, all programs see updated data. std140 layout: Alignment rules - vec3 aligns to vec4 boundaries (wastes 4 bytes). Plan layout carefully.

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Performance gains: (1) Batch updates - update 100 uniforms in one gl.bufferSubData() call (0.5ms) vs 100 individual gl.uniform*() calls (5ms). 10x speedup. (2) Reduced API overhead - fewer JavaScript-to-WebGL calls. Each gl.uniform*() has overhead, UBO amortizes across all uniforms. (3) Shader switching optimization - when switching shaders, binding UBO (0.1ms) faster than setting individual uniforms (1-2ms for 50+ uniforms). (4) Shared data - one UBO shared across 10 programs = 1 update instead of 10. Critical for scenes with many materials. Use cases: (1) Per-frame data - view/projection matrices, camera position, time, environment settings. Update once per frame, used by all shaders. (2) Material properties - 20+ parameters for PBR (albedo, metallic, roughness, etc.). (3) Lighting data - array of 100 lights in one UBO. Limitations: Max UBO size 16KB-64KB (driver-dependent, query gl.MAX_UNIFORM_BLOCK_SIZE). std140 padding can waste memory. Critical threshold: >50 uniforms or >20 shader switches per frame, UBOs essential. Below that, overhead similar to individual uniforms. Three.js uses UBOs internally for efficient multi-material rendering.

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SSAO approximates ambient occlusion using depth buffer in screen space (no scene geometry knowledge needed). Algorithm: (1) G-buffer pass - render scene depth and normals to textures. (2) SSAO pass - for each pixel: generate sample positions in hemisphere around surface normal, project samples to screen space, sample depth buffer at projected positions, count samples behind surfaces (occluded), calculate occlusion factor. (3) Blur pass - bilateral/depth-aware blur smooths noise. (4) Composite - multiply scene color by occlusion factor (darker in crevices). Shader structure: Generate random sample kernel (32-64 samples in hemisphere). Use 4x4 noise texture (tiled) to rotate samples per pixel. Key calculation: float occlusion = 0.0; for (int i = 0; i < samples; i++) { vec3 samplePos = fragPos + TBN * hemisphere[i] * radius; vec4 offset = projection * vec4(samplePos, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; float sampleDepth = texture(depthTex, offset.xy).r; occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0); }. Parameters: Radius (occlusion distance), bias (avoid self-occlusion), sample count (quality vs performance).

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SSAO optimizations: (1) Half-resolution rendering - compute SSAO at 50% resolution, bilateral upsampling to full resolution. ~4x faster with minimal quality loss. (2) Reduce samples - 64 samples (high quality, ~8ms) → 32 samples (good quality, ~4ms) → 16 samples (acceptable quality, ~2ms) at 1080p. (3) Depth-aware blur - use depth discontinuities to preserve edges during blur. Prevents bleeding across objects. (4) Interleaved gradient noise - replace 4x4 noise texture with analytical noise function. Saves texture fetch. (5) Temporal filtering - accumulate samples across frames for higher quality without per-frame cost. Requires motion vectors for moving objects. Performance: Naive SSAO (64 samples, full-res, 5x5 blur): ~5-8ms at 1080p. Optimized SSAO (32 samples, half-res, depth-aware blur): ~1-2ms at 1080p. Advanced alternatives: (1) HBAO+ (Horizon-Based AO) - better quality, similar performance, uses horizon angles instead of samples. (2) GTAO (Ground Truth AO) - more accurate, slightly more expensive. Three.js provides SAOPass (Scalable Ambient Occlusion) and SSAOPass with these optimizations built-in. Mobile: half-resolution essential, 16 samples maximum.

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Architecture: WebGL wraps OpenGL ES (legacy API), WebGPU based on modern APIs (Vulkan, Metal, Direct3D 12). Key differences: (1) Compute shaders - WebGPU has full compute shader support (general-purpose GPU), WebGL limited to Transform Feedback (vertex-only processing). (2) API design - WebGL stateful (implicit state machine), WebGPU explicit command buffers and pipelines. (3) Performance overhead - WebGPU 20-40% lower CPU overhead for complex scenes, better multi-threading support. (4) Shader language - WebGL uses GLSL, WebGPU uses WGSL (WebGPU Shading Language). (5) Resource management - WebGPU requires explicit barriers and synchronization, WebGL handles implicitly. Browser support (2025): WebGPU in Chrome 113+, Edge 113+, Safari 26+ (June 2025), Firefox 141+ (July 2025). ~90% desktop browser coverage, growing mobile support. WebGL has 98%+ compatibility (includes old browsers, mobile). Complexity: WebGL simpler, fewer concepts. WebGPU verbose but powerful, steeper learning curve. Migration: Non-trivial - different paradigms, shader rewrite required. Three.js r150+ supports both via WebGPURenderer, easing transition.

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Use WebGL for: (1) Universal browser support - production apps requiring compatibility with older browsers, mobile devices, enterprise environments. (2) Existing codebases - migration costs rarely justify unless hitting concrete performance walls. (3) Simpler 3D scenes - if WebGL meets performance needs, no reason to increase complexity. (4) Quick prototypes - faster to develop, well-documented, mature ecosystem. (5) Libraries/frameworks - Three.js, Babylon.js, PlayCanvas mature WebGL support. Use WebGPU for: (1) Compute-heavy tasks - ML inference, physics simulation, particle systems (>1M particles), procedural generation. Compute shaders 5-10x faster than Transform Feedback. (2) Performance-critical apps - 20-40% lower overhead enables more complex scenes at same framerate. (3) Next-gen graphics - ray tracing, advanced post-processing, high-fidelity rendering. (4) 6-12 month development timeline - by deployment, WebGPU adoption will be higher. (5) Multi-threaded rendering - WebGPU enables true parallel command recording. Migration path: Projects starting 2025+ should evaluate WebGPU as primary target with WebGL fallback. Three.js makes this straightforward (same scene graph, swap renderer). WebGL will coexist with WebGPU for 5+ years (like OpenGL and Vulkan).

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Shadow mapping uses depth from light's perspective to determine shadows. Two passes: (1) Shadow map pass - render scene from light position to depth framebuffer: gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture, 0); gl.viewport(0, 0, shadowMapSize, shadowMapSize); renderScene(lightViewMatrix, lightProjectionMatrix);. Depth texture stores distance from light. (2) Rendering pass - render scene normally, for each fragment: transform position to light clip space: vec4 lightSpacePos = lightProjectionMatrix * lightViewMatrix * worldPos, perspective divide: lightSpacePos.xyz /= lightSpacePos.w, NDC to texture coords: shadowCoord.xy = lightSpacePos.xy * 0.5 + 0.5, sample shadow map: float shadowDepth = texture(shadowMap, shadowCoord.xy).r, compare depths with bias: float shadow = (lightSpacePos.z - bias) > shadowDepth ? 0.0 : 1.0. Bias: Prevents shadow acne (self-shadowing). Too little = acne, too much = Peter Panning (shadows detached). Use slope-based bias: bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);. Typical values: 0.001-0.01 depending on scene scale.

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Shadow artifacts and solutions: (1) Shadow acne (surface self-shadowing) - add depth bias: float shadow = (fragDepth - bias) > shadowDepth ? 0.0 : 1.0. Use adaptive bias based on surface slope: bias = max(0.05 * (1.0 - dot(N, L)), 0.005). Alternative: offset shadow map render slightly along normal. (2) Peter Panning (shadows detach from objects) - bias too high. Reduce bias, use front-face culling during shadow pass: gl.cullFace(gl.FRONT) renders only back faces to shadow map. (3) Aliased edges (pixelated shadows) - increase shadow map resolution (2048×2048 → 4096×4096), use Percentage Closer Filtering (PCF): sample 3×3 or 5×5 grid around shadow coord, average results: float shadow = 0.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { vec2 offset = vec2(x, y) / shadowMapSize; float depth = texture(shadowMap, shadowCoord.xy + offset).r; shadow += fragDepth - bias > depth ? 0.0 : 1.0; } } shadow /= 9.0;. (4) Low resolution - use cascaded shadow maps (CSM) for large scenes. (5) Soft shadows - use Variance Shadow Maps (VSM) or PCF with larger kernel. Performance: PCF 5×5 = 25 shadow map samples, ~1-2ms overhead. Three.js handles automatically with light.shadow.bias and light.shadow.radius.

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