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.
A material for a fullscreen pass: the vertex shader draws the triangle of createFullscreenMesh across the whole screen and passes
vUv(0..1across 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.