WebGLRenderer Constants

Cull Face Modes

v3d.CullFaceNone v3d.CullFaceBack v3d.CullFaceFront v3d.CullFaceFrontBack

CullFaceNone disables face culling.
CullFaceBack culls back faces (default).
CullFaceFront culls front faces.
CullFaceFrontBack culls both front and back faces.

Shadow Types

v3d.BasicShadowMap v3d.PCFShadowMap v3d.PCFSoftShadowMap v3d.VSMShadowMap v3d.ESMShadowMap v3d.PCFShadowMapPoissonDisk

These define the WebGLRenderer's shadowMap.type property.

BasicShadowMap gives unfiltered shadow maps - fastest, but lowest quality.
PCFShadowMap filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).
PCFSoftShadowMap filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with additional bilinear softening.
VSMShadowMap filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows. ESMShadowMap uses Exponential Shadow Mapping (ESM) algorithm with Gaussian blur softening.
PCFShadowMapPoissonDisk filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with additional softening by using a randomly rotated Poisson disk.

Tone Mapping

v3d.NoToneMapping v3d.LinearToneMapping v3d.ReinhardToneMapping v3d.CineonToneMapping v3d.ACESFilmicToneMapping v3d.CustomToneMapping v3d.LogarithmicMaxToneMapping v3d.PhysicalMaxToneMapping v3d.FilmicBlenderToneMapping

These define the WebGLRenderer's toneMapping property. This is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device's screen.

v3d.LinearToneMapping, v3d.ReinhardToneMapping, v3d.CineonToneMapping and v3d.ACESFilmicToneMapping are built-in implementations of tone mapping. v3d.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader. See the WebGL / tonemapping example.

Source

For more info on how to obtain the source code of this module see this page.