Rendering
Physically based lighting for a voxel world.
Every frame runs eight passes: a Rayleigh and Mie sky, three cascaded shadow maps snapped to whole texels so they never shimmer, PBR terrain, water with screen-space reflections and Beer–Lambert absorption, SSAO, bloom, ACES grading and FXAA.
Terrain is a pure function of chunk coordinates and seed, greedy-meshed in Web Workers so the main thread only draws.
- render passes per frame
- 8
- shadow cascades
- 3
- lines of JS + GLSL
- 8.4k
- JavaScript
- Three.js
- GLSL
- Web Workers
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