Use shadowCasterPS chunk for gsplat shadow output#9119
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Build size reportThis PR changes the size of the minified bundles.
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Follow-up to #9116 — migrates the unified gsplat shadow caster to the
shadowCasterPSchunk instead of a hardcoded output.Changes:
chunks/gsplat/frag/gsplat.js(GLSL + WGSL) now#include "shadowCasterPS"underSHADOW_PASSand writegetShadowOutput(), replacingvec4(gl_FragCoord.z, 0, 0, 1). The gsplat shadow material is rendered through the standard shadow pass, so it already receives theLIGHT_TYPE/SHADOW_TYPE/PERSPECTIVE_DEPTHdefines from Add shadow pass support for ShaderMaterial using #include #9116 — no extra plumbing needed. Gsplat shadows are directional-only, which is fully within the chunk's supported range.Examples:
gaussian-splatting/shadowsgained a Shadow Type dropdown (all types, applied to all lights), plusvsmBlurSize/penumbraSize/penumbraFallofftuned so VSM and PCSS look correct out of the box.