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ShaderPipelineLike

Anything that can transform a source into a destination through one or more shader passes.

ShaderPipeline is the built-in linear implementation; implement this directly for non-linear pass graphs (for example bloom's downsample/upsample ladder) and plug it into a Material or ShaderPipelinePostProcessor the same way.

Implemented by

Index

Methods

optionaldispose

  • dispose(): void
  • Returns void

optionalgetShaders

  • Every compiled Shader this pipeline drives, in pass order. Optional — a pass graph that can't enumerate its own passes may omit this; Material.update falls back to just the composite shader when it's missing.


    Returns Shader[]

process

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