Wraps MEGA_FRAGMENT_SHADER as a THREE.ShaderMaterial that
the host renders against a fullscreen triangle. One pass fuses
chromatic lens distortion, detector noise, EOG, tone mapping,
vignette, and sRGB encoding.
The host renders bloom into a separate texture before invoking this
material (see BloomChain) and runs FXAA on the output if
enabled (see FxaaPass).
Toggling an effect on/off triggers a shader recompile via the
#ifdef USE_* gates. Value tweaks just touch uniforms.
Mega-shader material: single-pass post-processing.
Wraps MEGA_FRAGMENT_SHADER as a
THREE.ShaderMaterialthat the host renders against a fullscreen triangle. One pass fuses chromatic lens distortion, detector noise, EOG, tone mapping, vignette, and sRGB encoding.The host renders bloom into a separate texture before invoking this material (see BloomChain) and runs FXAA on the output if enabled (see FxaaPass).
Toggling an effect on/off triggers a shader recompile via the
#ifdef USE_*gates. Value tweaks just touch uniforms.