Manipulate the properties of a light source and a camera to investigate the rendering of shadows.

This demo uses the WEBGL_depth_texture extension to access the contents of the depth buffer.

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Manipulate the camera: Ambient light: Light properties:
camera eye (0.0, 0.0, 5.0) ambient percentages (0.2, 0.2, 0.2) light location (3.0, 3.0, 3.0)
X: -5.0 +5.0 Red   : 0.0 1.0 X: -5.0 +5.0
Y: -5.0 +5.0 Green: 0.0 1.0 Y: -5.0 +5.0
Z: -5.0 +5.0 Blue  : 0.0 1.0 Z: -5.0 +5.0
camera center (0.0, 0.0, 0.0) ambient percentage = 0.2 light color = (1.0, 1.0, 1.0)
X: -5.0 +5.0 0.0 1.0
Red: 0.0 1.0
Y: -5.0 +5.0 Green: 0.0 1.0
Z: -5.0 +5.0 Blue: 0.0 1.0
camera perspective(45, 1.0, 1.0, 10.0)
fovy   : 5.0 179
aspect : 0.1 5.0
near   : 0.1 10.0
far    : 2.0 20.0
Show projection frustum.
light perspective(45, 1.0, 1.0, 10.0)
fovy   : 5.0 179
aspect : 0.1 5.0
near   : 0.1 10.0
far    : 2.0 20.0
Show light projection frustum.
shininess = 30.0
0.1 128.0
Z tolerance = 0.0000040
0.0 0.000007
Show Shadowmap texture instead of rendering.