Constructs a new shader pass.
A shader material.
Optional
input: stringThe name of the input buffer uniform.
Protected
cameraThe camera.
Indicates whether this pass is enabled.
The name of this pass.
Only relevant for subclassing.
Indicates whether the EffectComposer should prepare a depth texture for this pass.
Set this to true
if this pass relies on depth information from a preceding RenderPass.
Only relevant for subclassing.
Indicates whether the EffectComposer should swap the frame buffers after this pass has finished
rendering. Set this to false
if this pass doesn't render to the output buffer or the screen. Otherwise, the
contents of the input buffer will be lost.
Protected
rendererThe renderer.
Protected
sceneThe scene to render.
The fullscreen material.
Sets the main camera.
Sets the main scene.
Indicates whether this pass should render to screen.
Sets the render to screen flag.
If this flag is changed, the fullscreen material will be updated as well.
Performs a shallow search for disposable properties and deletes them.
The EffectComposer calls this method when it is being destroyed. You can use it independently to free memory when you're certain that you don't need this pass anymore.
Performs initialization tasks.
This method is called when this pass is added to an EffectComposer.
The renderer.
Whether the renderer uses the alpha channel or not.
The type of the main frame buffers.
Renders the effect.
The renderer.
A frame buffer that contains the result of the previous pass.
A frame buffer that serves as the output render target unless this pass renders to screen.
Optional
deltaTime: numberThe time between the last frame and the current one in seconds.
Optional
stencilTest: booleanIndicates whether a stencil mask is active.
Sets the depth texture.
This method will be called automatically by the EffectComposer. You may override this method if your pass relies on the depth information of a preceding RenderPass.
A depth texture.
Optional
depthPacking: DepthPackingStrategiesThe depth packing.
Protected
setSets the size.
You may override this method if you want to be informed about the size of the backbuffer/canvas. This method is called before initialize and every time the size of the EffectComposer changes.
The width.
The height.
A shader pass.
Renders any shader material as a fullscreen effect. This pass should not be used to create multiple chained effects. For a more efficient solution, please refer to the EffectPass.