Passes that should run before this pass
Force clip background. If this is true
clipBackground is overridden.
This happens when scene.background and scene.backgroundColor are both null.
This is set in ViewerRenderManager.render.
Readonly
isOutput Color Space Note: this is ignored when renderToScreen is false (it will take the color space of the render target)
Readonly
passUnique id for the pass. Used to determine the order of passes in the pipeline.
Passes that are required to be present in the pipeline to run this pass.
Static
Readonly
DEFAULT_renamed to isExtendedShaderPass
This function gets called at the beginning of every frame where this pass would be enabled.
This function gets called at the end of every frame where this pass would be enabled.
Optional
writeBuffer: null | WebGLMultipleRenderTargets | WebGLRenderTarget<Texture<TextureEventMap>>Optional
readBuffer: WebGLMultipleRenderTargets | WebGLRenderTarget<Texture<TextureEventMap>>Optional
deltaTime: numberOptional
maskActive: booleanOptional
writeBuffer: null | WebGLMultipleRenderTargets | WebGLRenderTarget<Texture<TextureEventMap>>Optional
deltaTime: numberOptional
maskActive: booleanSet the pass as dirty. This is implementation specific to the pass/plugin. It generally calls all onDirty and set the viewer dirty.
to be called from beforeRender or onObjectRender or similar.
Optional
updater: IShaderPropertiesUpdater | (undefined | IShaderPropertiesUpdater)[]
Screen Pass
This pass renders the final scene to the screen. It can be extended by Screen Pass Extensions to apply post-processing effects, such as tonemapping, color grading, etc.
It is used by default in ViewerRenderManager to render the final scene. A custom material/shader can be passed to the constructor to use a custom base fragment shader.