| 141 | } |
| 142 | |
| 143 | setSize( |
| 144 | width: number, |
| 145 | height: number, |
| 146 | depth = this.shadow.cascadeCount |
| 147 | ): void { |
| 148 | this.width = width |
| 149 | this.height = height |
| 150 | |
| 151 | this.currentMaterial.cascadeCount = depth |
| 152 | this.resolveMaterial.cascadeCount = depth |
| 153 | this.currentMaterial.setSize(width, height) |
| 154 | this.resolveMaterial.setSize(width, height) |
| 155 | |
| 156 | this.currentRenderTarget.setSize( |
| 157 | width, |
| 158 | height, |
| 159 | this.temporalPass ? depth * 2 : depth // For depth velocity |
| 160 | ) |
| 161 | this.resolveRenderTarget?.setSize(width, height, depth) |
| 162 | this.historyRenderTarget?.setSize(width, height, depth) |
| 163 | } |
| 164 | |
| 165 | get outputBuffer(): DataArrayTexture { |
| 166 | if (this.temporalPass) { |