Luxar Viewer API Documentation - v2026.9.22
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    • Build the shared fullscreen-triangle geometry. Called once per post-processing pass (FxaaPass, BloomChain, the mega-shader's megaMesh, the FullscreenPass class). Caller owns disposal.

      The UV attribute is chosen to match caps.framebufferYDown:

      • framebufferYDown = true — any WebGPURenderer (real WebGPU OR WebGPURenderer running on its WebGL2 compat backend, including ?webgpuForceWebgl). Three.js's WebGPURenderer normalises Y internally so it presents a top-down framebuffer on both backends. Vertex (-1,-1) sits at screen-bottom-left and needs uv.y = 1 to sample the bottom row of the source target. Per-corner UVs {(0,1), (2,1), (0,-1)} (V-inverted relative to the WebGL case).

      • framebufferYDown = false — the THREE.WebGLRenderer GLSL path only. Row 0 of the source target is at the bottom of the viewport. Vertex (-1,-1) needs uv.y = 0 to sample the bottom row. Per-corner UVs {(0,0), (2,0), (0,2)}.

      Either way, the per-fragment interpolated vUv resolves to the canvas-relative UV (a fragment at the screen centre lands at uv (0.5, 0.5)).

      Parameters

      Returns BufferGeometry