Advance the detector-noise time clock by dt seconds.
Deliberate no-op. HDR output is WebGPU-only (see
MegaShaderConfig.hdrOutputPeak): WebGL has no extended-range canvas to
present to, so this material always tone-maps to [0, 1]. The method
exists so callers can drive either backend's mega-shader the same way.
Always 1 — see setHdrPeak.
Read back the current tone-mapping mode as a THREE constant.
Note: THREE.NoToneMapping is aliased to LinearToneMapping on
set (to clamp to [0,1] matching old behavior), so this getter
returns LinearToneMapping for either input.
Set the bloom intensity and the bloom chain's output texture. Uniforms only:
the bloom branch itself is the USE_BLOOM define (toggleBloom).
Bypass everything past the initial sample + bloom mix — output
pre-EOG linear HDR. Use only during captureHDRPixels
'hdr-effects-pre-tone' mode; callers MUST also disable
detector noise / vignette / lens distortion via the regular
toggle* methods so they don't pollute the linear HDR output.
Skip ONLY the final sRGB encoding step; the rest of the pipeline
(EOG, tone mapping, vignette) runs normally. Output is linear LDR
(post-tone-mapped, pre-sRGB). Used by captureHDRPixels
'visible-ldr' mode.
PrivatesetAdd or remove a boolean define. Triggers a recompile only when the flag actually changed, so repeated toggles to the same value are free.
Single-pass post-processing material. See module header for the shader operation order and the bloom/FXAA pre/post-pass contract.