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compositeEffectPass()

ts
function compositeEffectPass<U>(params: {
  gl?: WebGL2RenderingContext;
  passes: EffectPass[];
  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.

Example: Multi pass

Type Parameters

U

U extends UniformSources<EffectUniformContext> = Record<string, never>

Parameters

params

Configuration for the composite effect pass.

gl?

WebGL2RenderingContext

Optional WebGL2 context used to initialize the composite effect immediately.

passes

EffectPass[]

Ordered effect passes to execute.

uniforms?

U = ...

Reactive uniform sources for the composite effect itself.

Returns

CompositeEffectPass<U>

Released under the MIT License.