Optionalvert?: stringVertex shader code.
If omitted, the default vertex shader is used.
Fragment shader code.
Optionaltarget?: stringName 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.
Optionalpersistent?: booleanWhether this pass's render target should persist across frames.
When enabled, the previous frame's output is available as
sampler2D <target> (i.e. the target name doubles as the
previous-frame texture, following the ISF convention).
Optionalfloat?: booleanUse 32-bit floating point render target. (Default: false)
Enable when storing non-visual data or values outside [0, 1].
Optionalsize?: [number, number]Render target size in pixels [width, height].
When set, the backbuffer and intermediate buffer are created at this
fixed size instead of the viewport resolution.
Optionaluniforms?: VFXUniformsUniform values to be passed to this pass's shader.
Works the same way as element uniforms.
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.