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Type
VFXPass
vfx-js/src/types.ts:37 ↗import type { VFXPass } from "@vfx-js/core";A single render pass in a multipass shader pipeline.
Each pass renders to a named buffer (specified by target), which can be
referenced as a sampler2D uniform in subsequent passes.
The last pass in the array renders to the screen.
Every pass gets resolution = element size and offset = element origin
inside the render target, both in physical pixels.
So uv = (gl_FragCoord.xy - offset) / resolution is element space.
viewport is the render target rect (x, y, w, h) in physical pixels.
With overflow, buffers VFX-JS renders (<target>, backbuffer, and
src after the first pass) cover the whole buffer.
Read them with (uv * resolution + offset - viewport.xy) / viewport.zw.
Note: auto-bind matches only uniform sampler2D <name>; declarations.
isampler2D / usampler2D are not supported yet.
Properties
float
float?: boolean
Use 32-bit floating point render target. (Default: false)
frag
frag: string
Fragment shader code.
glslVersion
glslVersion?: GlslVersion
See GlslVersion.
persistent
persistent?: boolean
Whether the render target should persist across frames.
If enabled, the previous output is available as sampler2D <target>.
size
size?: [number, number]
Render target size in pixels [width, height].
When set, the backbuffer and intermediate buffer are created at this
fixed size instead of the viewport resolution.
This pass uses the whole buffer: resolution = size, offset = 0.
target
target?: string
Name of the buffer to write this pass's output to.
Later passes can reference it as uniform sampler2D <target>;.
If specified, output is written to a named render target.
If omitted on an intermediate pass, auto-assigned as pass0, pass1, etc.
If omitted on the last pass, renders to screen.
uniforms
uniforms?: VFXUniforms
Uniform values to be passed to this pass's shader. Works the same way as element uniforms. Texture values are ignored here, since passes are on the shader path.
vert
vert?: string
Vertex shader code. If omitted, the default vertex shader is used.