I have taken a mix of examples from the three.js documentation and included the mesh.castShadow = true
property on the meshes generated from the Glitch post-processing example. However, upon checking the jsfiddle link provided below, it's noticeable that all the shadows are merging in the center. This seems unusual considering that hemisphere lighting, which I suspected might be causing this issue, does not cast shadows. Do you have any insights on this peculiar behavior?
You can access the jsfiddle demo here