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Description
Description
Working from code in pull request #28593, directional lighting behavior is strange when switching from WebGLRenderer to WebGPURenderer.
WebGLRenderer:

WebGPURenderer (behavior the same whether forceWebGL is enabled or not)
WebGPURenderer when switching lighting in webgl_camera_array.html sample from 4 to 50

It seems like the shadow written to the depth buffer in a previous pass is somehow being applied to the mesh's color output.
Reproduction steps
- Work from branch in pull request WebGPURenderer: Fix ArrayCamera viewports #28593 which fixes array camera viewport sizing.
- Go to Three.js example webgl_camera_array.html.
- Import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
- Go to line 87 of Three.js example webgl_camera_array.html. Switch new THREE.WebGLRenderer to new WebGPURenderer or new WebGPURenderer( { forceWebGL: true})
Code
renderer = new WebGPURenderer();
Live example
Screenshots
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Version
r166
Device
Desktop
Browser
Chrome
OS
Windows
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