compositeEffectPass()
ts
function compositeEffectPass<U>(params: {
gl?: WebGL2RenderingContext;
passes: EffectPass<Uniforms>[];
uniforms?: U;
}): CompositeEffectPass<U>;Creates a composite effect pass from a series of sub-passes. This is useful for complex effects that require multiple steps, like Bloom or Blur.
Type Parameters
U
U extends Uniforms = Record<string, never>
Parameters
params
Configuration for the composite effect pass.
gl?
WebGL2RenderingContext
Optional WebGL2 context used to initialize the composite effect immediately.
passes
Ordered effect passes to execute.
uniforms?
U = ...
Reactive uniform values for the composite effect.