*Inheritance: EventDispatcher → Node → ShadowBaseNode → ShadowNode →* # PointShadowNode Represents the shadow implementation for point light nodes. ## Constructor ### new PointShadowNode( light : PointLight, shadow : PointLightShadow ) Constructs a new point shadow node. **light** The shadow casting point light. **shadow** An optional point light shadow. Default is `null`. ## Methods ### .getShadowFilterFn( type : number ) : function Overwrites the default implementation to return point light shadow specific filtering functions. **type** The shadow type. **Overrides:** [ShadowNode#getShadowFilterFn](ShadowNode.html#getShadowFilterFn) **Returns:** The filtering function. ### .renderShadow( frame : NodeFrame ) Overwrites the default implementation with point light specific rendering code. **frame** A reference to the current node frame. **Overrides:** [ShadowNode#renderShadow](ShadowNode.html#renderShadow) ### .setupRenderTarget( shadow : LightShadow, builder : NodeBuilder ) : Object Overwrites the default implementation to create a CubeRenderTarget with CubeDepthTexture. **shadow** The light shadow object. **builder** A reference to the current node builder. **Returns:** An object containing the shadow map and depth texture. ### .setupShadowCoord( builder : NodeBuilder, shadowPosition : Node. ) : Node. Overwrites the default implementation so the unaltered shadow position is used. **builder** A reference to the current node builder. **shadowPosition** A node representing the shadow position. **Overrides:** [ShadowNode#setupShadowCoord](ShadowNode.html#setupShadowCoord) **Returns:** The shadow coordinates. ### .setupShadowFilter( builder : NodeBuilder, inputs : Object ) : Node. Overwrites the default implementation to only use point light specific shadow filter functions. **builder** A reference to the current node builder. **inputs** A configuration object that defines the shadow filtering. **filterFn** This function defines the filtering type of the shadow map e.g. PCF. **depthTexture** A reference to the shadow map's depth texture. **shadowCoord** Shadow coordinates which are used to sample from the shadow map. **shadow** The light shadow. **Overrides:** [ShadowNode#setupShadowFilter](ShadowNode.html#setupShadowFilter) **Returns:** The result node of the shadow filtering. ## Source [src/nodes/lighting/PointShadowNode.js](https://github.com/mrdoob/three.js/blob/master/src/nodes/lighting/PointShadowNode.js)