OptionalvertVertex shader code.
If omitted, the default vertex shader is used.
Fragment shader code.
OptionaltargetName of the buffer to write this pass's output to.
Later passes can reference it as uniform sampler2D <target>;.
If specified, output is written to a named render target.
If omitted on an intermediate pass, auto-assigned as pass0, pass1, etc.
If omitted on the last pass, renders to screen.
OptionalpersistentWhether the render target should persist across frames.
If enabled, the previous output is available as sampler2D <target>.
OptionalfloatUse 32-bit floating point render target. (Default: false)
OptionalsizeRender target size in pixels [width, height].
When set, the backbuffer and intermediate buffer are created at this
fixed size instead of the viewport resolution.
OptionaluniformsUniform values to be passed to this pass's shader.
Works the same way as element uniforms.
OptionalglslSee GlslVersion.
A single render pass in a multipass shader pipeline.
Each pass renders to a named buffer (specified by
target), which can bereferenced as a
sampler2Duniform in subsequent passes.The last pass in the array renders to the screen.
Note: auto-bind matches only
uniform sampler2D <name>;declarations.isampler2D/usampler2Dare not supported yet.