@pixi/3d
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    Interface FullscreenPassOptionsAdvanced

    Constructor options for FullscreenPass

    interface FullscreenPassOptions {
        blendMode?:
            | "multiply"
            | "min"
            | "max"
            | "none"
            | "color"
            | "normal"
            | "add"
            | "screen"
            | "darken"
            | "lighten"
            | "erase"
            | "color-dodge"
            | "color-burn"
            | "linear-burn"
            | "linear-dodge"
            | "linear-light"
            | "hard-light"
            | "soft-light"
            | "pin-light"
            | "difference"
            | "exclusion"
            | "overlay"
            | "saturation"
            | "luminosity"
            | "normal-npm"
            | "add-npm"
            | "screen-npm"
            | "subtract"
            | "divide"
            | "vivid-light"
            | "hard-mix"
            | "negation";
        extraBits?: readonly ShaderBit[];
        fragment: EffectFragment;
        label?: string;
        reads?: { color?: ColorHandle; color2?: ColorHandle; depth?: DepthHandle };
        renderer:
            | WebGLRenderer<HTMLCanvasElement>
            | WebGPURenderer<HTMLCanvasElement>;
        uniforms?: UniformGroup<any> | null;
        writes: ColorHandle | null;
    }
    Index
    blendMode?:
        | "multiply"
        | "min"
        | "max"
        | "none"
        | "color"
        | "normal"
        | "add"
        | "screen"
        | "darken"
        | "lighten"
        | "erase"
        | "color-dodge"
        | "color-burn"
        | "linear-burn"
        | "linear-dodge"
        | "linear-light"
        | "hard-light"
        | "soft-light"
        | "pin-light"
        | "difference"
        | "exclusion"
        | "overlay"
        | "saturation"
        | "luminosity"
        | "normal-npm"
        | "add-npm"
        | "screen-npm"
        | "subtract"
        | "divide"
        | "vivid-light"
        | "hard-mix"
        | "negation"

    Blend mode for drawing over what the target already holds, such as adding a bloom level onto the one below it

    Left out, the pass overwrites the target. Ignored when writes is null.

    extraBits?: readonly ShaderBit[]

    Shader bits whose fragment end code runs after effect(uv), in order

    They read the result as fxColor and change its RGB in finalColor; the pass keeps fxColor's alpha.

    fragment: EffectFragment

    Shader body defining effect(uv); EffectFragment lists what it can call

    passthroughFragment copies the colour input unchanged.

    label?: string

    Debug name for the pass; other fullscreen passes can share it

    'fullscreen'
    
    reads?: { color?: ColorHandle; color2?: ColorHandle; depth?: DepthHandle }

    Graph resources the fragment samples

    Each read given adds its helpers to the shader, so a fragment that calls a helper without its read fails to compile.

    Type Declaration

    • Optionalcolor?: ColorHandle

      Colour input, read with sampleColor, sampleColorLod and inputTexel

    • Optionalcolor2?: ColorHandle

      Second colour input, read with sampleColor2

    • Optionaldepth?: DepthHandle

      Scene depth, read with sampleDepth, viewPos and depthTexel

    Renderer to build for; inside a build, the renderer on its context

    uniforms?: UniformGroup<any> | null

    Uniforms the fragment declares; EffectFragment gives their names in the shader

    Passes that share one fragment object must declare the same uniform names and types, though their values can differ.

    writes: ColorHandle | null

    Where the pass draws: a graph handle, or null for the view's rect on screen, blended premultiplied over the 2D content beneath

    A handle to an imported RenderTexture works too, and the image lands upright in it on both backends.