Capítulo 270 de 859
This pass can be used to create a post processing effect with a raw GLSL shader object. Useful for implementing custom effects.
const fxaaPass = new ShaderPass( FXAAShader );
composer.addPass( fxaaPass );
Constructor
| Signature |
|---|
| `new ShaderPass( shader : Object |
Properties
| Property | Description |
|---|---|
.material : ShaderMaterial | The pass material. |
.textureID : string | The name of the texture uniform that should sample the read buffer. |
.uniforms : Object | The pass uniforms. |
Methods
| Method | Description |
|---|---|
.dispose() | Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app. |
.render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean ) | Performs the shader pass. |