magic-pixels
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    Function createFullscreenMaterial

    • A material for a fullscreen pass: the vertex shader draws the triangle of createFullscreenMesh across the whole screen and passes vUv (0..1 across the screen) to the fragment shader, which is where the pass does its work, typically by sampling a RenderTarget's colour texture. Depth testing and depth writes are off: a pass just overwrites every pixel.

      Parameters

      • fragmentShader: string

        GLSL fragment shader reading in vec2 vUv

      • uniforms: Uniforms = {}

        the shader's uniforms, e.g. { map: target.colorAttachment }

      Returns Material