References
core
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The EffectComposer may be used in place of a normal WebGLRenderer. |
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A collection of shader data. |
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A Gauss kernel. |
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An override material manager. |
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A resolution. |
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An object selection. |
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C Timer this class was deprecated. Use `three/addons/misc/Timer.js` instead.
A timer. |
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The Disposable contract. |
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A timer that provides read access to time data. |
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The initializable contract. |
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The Resizable contract. |
effects
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A bloom effect. |
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this class was deprecated. Use DepthOfFieldEffect instead.
A depth of field (bokeh) effect. |
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A brightness/contrast effect. |
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A chromatic aberration effect. |
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A fast greyscale effect. |
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A color depth effect. |
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A depth visualization effect. |
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A depth of field effect. |
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A dot screen effect. |
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C Effect An abstract effect. |
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NVIDIA FXAA 3.11 by Timothy Lottes: https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf |
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this class was deprecated. Set WebGLRenderer.outputEncoding to sRGBEncoding instead.
A gamma correction effect. |
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A glitch effect. |
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A god rays effect. |
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A grid effect. |
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A hue/saturation effect. |
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A 1D LUT effect. |
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A LUT effect. |
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A lens distortion effect. |
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A noise effect. |
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An outline effect. |
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A pixelation effect. |
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this class was deprecated. Use DepthOfFieldEffect instead.
Depth of Field shader v2.4. |
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Subpixel Morphological Antialiasing (SMAA). |
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A Screen Space Ambient Occlusion effect. |
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A scanline effect. |
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A selective bloom effect. |
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A sepia effect. |
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A shock wave effect. |
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A texture effect. |
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A tilt shift effect. |
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A tone mapping effect. |
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A Vignette effect. |
effects/blending
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A blend mode. |
enums
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A blend function enumeration. |
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A color channel enumeration. |
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An enumeration of depth copy modes. |
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An enumeration of depth test strategies. |
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An enumeration of edge detection modes. |
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An enumeration of effect attributes. |
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An enumeration of effect shader placeholders. |
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V GlitchMode: Object A glitch mode enumeration. |
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V KernelSize: Object An enumeration of blur kernel sizes. |
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An enumeration of LUT worker operations. |
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A mask function enumeration. |
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An enumeration of SMAA predication modes. |
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V SMAAPreset: Object An enumeration of SMAA presets. |
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A tone mapping mode enumeration. |
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An enumeration of Vignette techniques. |
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An enumeration of WebGL extensions. |
loaders
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this class was deprecated. Use `three/addons/loaders/LUT3dlLoader.js` instead.
A 3D LUT loader that supports the .3dl file format. |
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this class was deprecated. Use `three/addons/loaders/LUTCubeLoader.js` instead.
A 3D LUT loader that supports the .cube file format. |
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this class was deprecated. Preloading the SMAA lookup textures is no longer required.
this class is experimental. Added for testing, API might change in patch or minor releases. Requires three >= r108.
An SMAA image loader. |
materials
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An adaptive luminance shader material. |
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A bokeh disc blur material. |
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A fast box blur material that supports depth-based bilateral filtering. |
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A Circle of Confusion shader material. |
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A simple copy shader material. |
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A depth comparison shader material. |
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A depth copy shader material. |
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A depth downsampling shader material. |
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A depth mask shader material. |
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A downsampling material. |
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An edge detection material. |
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An effect material for compound shaders. |
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An optimized Gaussian convolution shader material. |
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A crepuscular rays shader material. |
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An optimized convolution shader material. |
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A luminance shader material. |
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A mask shader material. |
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An outline shader material. |
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Subpixel Morphological Antialiasing. |
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A Screen Space Ambient Occlusion (SSAO) shader material. |
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A tilt shift blur material. |
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An upsampling material. |
passes
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A pass that renders an adaptive luminance map. |
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A box blur pass. |
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A pass that disables the stencil test. |
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A pass that clears the input buffer or the screen. |
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C CopyPass A pass that copies the contents of an input buffer to another render target. |
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A pass that copies depth into a render target. |
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A pass that downsamples the scene depth by picking the most representative depth in 2x2 texel neighborhoods. |
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A pass that renders depth into an RGBA buffer. |
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A depth picking pass. |
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An effect pass. |
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A Gaussian blur pass. |
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A Kawase blur pass. |
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A pass that executes a given function. |
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A pass that renders luminance. |
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C MaskPass A stencil mask pass. |
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A blur pass that produces a wide blur by downsampling and upsampling the input over multiple MIP levels. |
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A pass that renders the normals of a given scene. |
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C Pass An abstract pass. |
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A pass that renders a given scene into the input buffer or to screen. |
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A shader pass. |
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A tilt shift blur pass. |
textures
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A simple noise texture. |
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A container for raw RGBA image data. |
textures/lut
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A 3D lookup texture (LUT). |
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A tetrahedral upscaler that can be used to augment 3D LUTs. |
textures/smaa
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SMAA area image data. |
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An SMAA image generator. |
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SMAA search image data. |
utils
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An ID manager. |