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 name of the input buffer uniform.
Most fullscreen materials modify texels from an input texture. This pass automatically assigns the main input buffer to the uniform identified by the given name.
The name of the input buffer uniform.
Sets 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.