Render passes which need to be executed after this pass.
Render passes which need to be executed before this pass.
A blend state to use when rendering the quad. Defaults to BlendState.NOBLEND.
Array of color attachment operations. The first element corresponds to the color attachment 0, and so on.
The cull mode to use when rendering the quad. Defaults to CULLFACE_NONE.
A depth state to use when rendering the quad. Defaults to DepthState.NODEPTH.
The graphics device.
True if the render pass is enabled and execute function will be called. Note that before and after functions are called regardless of this flag.
True if the render pass uses the full viewport / scissor for rendering into the render target.
The render target for this render pass:
undefined
: render pass does not render to any render targetnull
: render pass renders to the backbufferIf true, this pass might use dynamically rendered cubemaps. Use for a case where rendering to cubemap faces is interleaved with rendering to shadows, to avoid generating cubemap mipmaps. This will likely be retired when render target dependency tracking gets implemented.
Number of samples. 0 if no render target, otherwise number of samples from the render target, or the main framebuffer if render target is null.
Stencil parameters for back faces to use when rendering the quad. Defaults to null.
Stencil parameters for front faces to use when rendering the quad. Defaults to null.
Static
quadA simple vertex shader used to render a quad, which requires 'vec2 aPosition' in the vertex buffer, and generates uv coordinates uv0 for use in the fragment shader.
Color attachment operations for the first color attachment.
Creates a quad shader from the supplied fragment shader code.
A name of the shader.
Fragment shader source code.
Optional
shaderDefinitionOptions: { Additional options that will be added to the shader definition.
Fragment shader output types, which default to vec4. Passing a string will set the output type for all color attachments. Passing an array will set the output type for each color attachment.
Whether to use transform feedback. Defaults to false.
Returns the created shader.
Optional
renderTarget: RenderTarget = nullThe render target to render into (output). This function should be called only for render passes which use render target, or passes which render directly into the default framebuffer, in which case a null or undefined render target is expected.
Mark render pass as clearing the full color buffer.
The color to clear to, or undefined to preserve the existing content.
The options specified when the render target was initialized.