How to use the RenderPass function from three

Find comprehensive JavaScript three.RenderPass code examples handpicked from public code repositorys.

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var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };

var renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, parameters );

composer = new THREE.EffectComposer( renderer, renderTarget );
composer.addPass( new THREE.RenderPass( scene, camera ) );

var vignetteShader = new THREE.ShaderPass( THREE.VignetteShader );
vignetteShader.renderToScreen = true;
composer.addPass( vignetteShader );
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module.exports.init = function (_scene, _camera, done) {
  var start = Date.now();
  camera = _camera;
  scene = _scene;

  var renderPass = new THREE.RenderPass(scene, camera);
  renderPass.clearAlpha = 0;
  composer.addPass(renderPass);

  var fxaa = new THREE.ShaderPass(THREE.FXAAShader);
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//this.animate();


const renderPass = new THREE.RenderPass( this.scene, this.camera );
const composer = new THREE.EffectComposer( this.renderer );

composer.addPass( renderPass );
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window.addEventListener( 'resize', onWindowResize, false );

// postprocessing

var renderModel = new THREE.RenderPass( scene, camera );
var effectFilm = new THREE.FilmPass( 0.35, 0.75, 2048, false );

effectFilm.renderToScreen = true;
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});


exports.CopyShader = THREE.CopyShader;
exports.EffectComposer = THREE.EffectComposer;
exports.RenderPass = THREE.RenderPass;
exports.OutlinePass = THREE.OutlinePass;
exports.ShaderPass = THREE.ShaderPass;
exports.MaskPass = THREE.MaskPass;
exports.ClearMaskPass = THREE.ClearMaskPass;
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camera.position.set(0, 0, 3);
camera.rotation.y = 1;



const renderPass = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(
  new THREE.Vector2(width, height),
  options.bloomStrength,
  options.bloomRadius,
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} */

/* ------------  postprocessing -------------- */
composer = new THREE.EffectComposer( myView.renderer );

var renderPass = new THREE.RenderPass( myScene.scene, myView.camera );
composer.addPass( renderPass );

var outlinePass = new THREE.OutlinePass( new THREE.Vector2(myView.dimensions.x, myView.dimensions.y), myScene.scene, myView.camera);
outlinePass.edgeStrength = 2.0;
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