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6 changes: 3 additions & 3 deletions .github/workflows/codeql-code-scanning.yml
Original file line number Diff line number Diff line change
Expand Up @@ -30,16 +30,16 @@ jobs:

# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@38697555549f1db7851b81482ff19f1fa5c4fedc # v4
uses: github/codeql-action/init@c10b8064de6f491fea524254123dbe5e09572f13 # v4
with:
languages: ${{ matrix.language }}
config-file: ./.github/codeql-config.yml
queries: security-and-quality

- name: Autobuild
uses: github/codeql-action/autobuild@38697555549f1db7851b81482ff19f1fa5c4fedc # v4
uses: github/codeql-action/autobuild@c10b8064de6f491fea524254123dbe5e09572f13 # v4

- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@38697555549f1db7851b81482ff19f1fa5c4fedc # v4
uses: github/codeql-action/analyze@c10b8064de6f491fea524254123dbe5e09572f13 # v4
with:
category: "/language:${{matrix.language}}"
6 changes: 3 additions & 3 deletions package-lock.json

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26 changes: 24 additions & 2 deletions src/nodes/lighting/ShadowNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
import ShadowBaseNode, { shadowPositionWorld } from './ShadowBaseNode.js';
import { float, vec2, vec3, int, Fn } from '../tsl/TSLBase.js';
import { float, vec2, vec3, vec4, int, Fn } from '../tsl/TSLBase.js';
import { reference } from '../accessors/ReferenceNode.js';
import { texture, textureLoad } from '../accessors/TextureNode.js';
import { cubeTexture } from '../accessors/CubeTextureNode.js';
Expand All @@ -21,6 +21,8 @@ import { getShadowMaterial, disposeShadowMaterial, BasicShadowFilter, PCFShadowF
import ChainMap from '../../renderers/common/ChainMap.js';
import { textureSize } from '../accessors/TextureSizeNode.js';
import { uv } from '../accessors/UV.js';
import { positionLocal } from '../accessors/Position.js';
import { uniform } from '../core/UniformNode.js';

//

Expand Down Expand Up @@ -506,7 +508,27 @@ class ShadowNode extends ShadowBaseNode {
const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );

const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( normalWorld.mul( normalBias ) ) );
const shadowMatrix = lightShadowMatrix( light );
const shadowNormalBias = normalWorld.mul( normalBias );

let shadowPosition;

if ( ! renderer.highPrecision || builder.material.receivedShadowPositionNode || builder.context.shadowPositionWorld ) {

shadowPosition = shadowMatrix.mul( shadowPositionWorld.add( shadowNormalBias ) );

} else {

const highpShadowModelMatrix = uniform( 'mat4' ).onObjectUpdate( ( { object }, self ) => {

return self.value.multiplyMatrices( shadowMatrix.value, object.matrixWorld );

} );

shadowPosition = highpShadowModelMatrix.mul( positionLocal ).add( shadowMatrix.mul( vec4( shadowNormalBias, 0 ) ) );

}

const shadowCoord = this.setupShadowCoord( builder, shadowPosition );

//
Expand Down
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