RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

server/commands - Camera & Input Commandsge_utils - Game Engine Utility Functionsmain.lua - GE Lua Entry Point & Game Loopmap.lua - Navigation Graph (AI Road Map)screenshot.lua - Screenshot Systemserver/server - Level Loading & Game ServerserverConnection - Client-Server Connection Manager`setSpawnpoint` - Default Spawn Point Persistence`simTimeAuthority` - Simulation Time & Bullet Time Control`spawn` - Vehicle Spawning & Safe Placement`suspensionFrequencyTester` - Suspension Natural Frequency Analysis
Client CanvasCaustics PostFXChromatic Lens PostFXClient CoreDepth of Field PostFXEdge AA PostFXPostFx Flash EffectPostFx Fog EffectsPostFx FXAA Anti-AliasingGamma PostFXPostFx Glow EffectShadow Maps InitClient LightingPostFx Light Ray EffectAdvanced Lighting - Light VisualizationPostFx Masked Screen BlurMotion Blur PostFXObjects Required for StartupClient Parse ArgsClient PostFX ManagerRender ManagerAdvanced Lighting - ShadersBasic Lighting - Shadow FilterAdvanced Lighting - Shadow VisualizationPostFx SMAA Anti-AliasingPostFx SSAO (Screen-Space Ambient Occlusion)PostFx Turbulence EffectPostFx Utilities

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE ExtensionsClient

Basic Lighting - Shadow Filter

Two-pass (horizontal + vertical) Gaussian blur filter for Basic Lighting projected shadows.

Two-pass (horizontal + vertical) Gaussian blur filter for Basic Lighting projected shadows.


Module Overview

PropertyValue
Sourcelua/ge/client/lighting/basic/shadowFilter.lua
Returns- (side-effect module)
DependenciesPFX_DefaultStateBlock from client/postFx

Scene Objects Created

Shaders

ObjectTypeDefinesDescription
BL_ShadowFilterShaderVShaderDataBLUR_DIR=float2(1.0,0.0)Vertical blur pass
BL_ShadowFilterShaderHShaderDataBLUR_DIR=float2(0.0,1.0)Horizontal blur pass (inherits from V)

State Block

ObjectTypeDescription
BL_ShadowFilterSBGFXStateBlockDataInherits PFX_DefaultStateBlock, alpha-only write, blend enabled

PostEffect Chain

ObjectTypeDescription
BL_ShadowFilterPostFxPostEffectVertical blur (parent), contains horizontal blur child

PostEffect Chain Structure

BL_ShadowFilterPostFx (vertical blur)
  └── child (horizontal blur)
       shader: BL_ShadowFilterShaderH
       texture: $inTex → target: $outTex

The parent clears target on draw (PFXTargetClear_OnDraw, color 0 0 0 0).


Notes

  • This PostEffect is NOT meant to be manually enabled - it's used directly by ProjectedShadow internally.
  • Color write is disabled (RGB channels masked off) - only alpha channel is written.
  • Both passes use $inTex → $outTex ping-pong pattern.

See Also

  • client/lighting/basic/init - Basic Lighting manager

Advanced Lighting - Shaders

Defines all shader data, state blocks, and custom materials for the Advanced Lighting deferred rendering pipeline: vector lights (sun), point lights, spot lights, and particle point lights.

Advanced Lighting - Shadow Visualization

Provides a shader and custom material for visualizing shadow maps in the editor/debug views.

On this page

Module OverviewScene Objects CreatedShadersState BlockPostEffect ChainPostEffect Chain StructureNotesSee Also