verve.gl — instanced shadows

GPU-instanced cubes — one scaled into a wide floor slab, the rest tall pillars casting directional shadows onto it (instanced cast + receive). A single raking directional light drives both the instanced shadow depth pass (draw_depth_instanced) and the instanced PBR pass (draw_pbr_instanced) — one draw call each, WebGL2 and WebGPU backends.

Drag to orbit · wheel to zoom. All instances are kept in frame — per-instance frustum culling would desync the shadow wave-phase from the mesh (v2 fix).

See also: GPU instancing, cascaded shadow maps.